Game 1 0-0/5

White 65:

1/12

No question about that...

Made with Board'o'matic using the gif-elements of Richard MacIntosh





Game 1 0-0/5

Blue 32:

24/21, 13/11
24/22, 13/10
13/10, 13/11

If we compare splitting to the 4-point with splitting to the 3-point we should give the spilt to the 4-point the nod. It aims for the better anchor and leaves fewer shots in the outfield. The building play is little bit too commital, it just focuses on holding back the remaing enemy checker. The proper play is therefore 24/21, 13/11.

 





Game 1 0-0/5

White 65:

1/12

No question about that...again.

 





Game 1 0-0/5

Blue 64:

10/4, 8/4
24/20, 11/5

There are variations of these themes, but these two are top of the roost. Anyway, I don't like slotting now. White is likely to leave a shot and giving him a target is just what he is looking for. Maybe I am too careful here...

 





Game 1 0-0/5

White 21:

12/15

No time to excel with new ideas here, just minimize shots





Game 1 0-0/5

White 21:

12/15

No time to excel with new ideas here, just minimize shots





Game 1 0-0/5

Blue 62:

24/22, 11/5
24/22, 13/7
24/18, 13/11

Where to slot. Rule of thumb: Put your checker where they belong, so starting the 5-point must be superior to starting the bar-point. The second that is called for here is contesting the outfield. Coming up to the enemy-bar make the most of this theme, but
I prefer staying out of the direct shot range.





Game 1 0-0/5

White 32:

19/22*/24*
12/15, 12/14
12/15, 17/19

Taking a risk in three (descending) grades. The double hit is great, but might backfire, altough there is a blot in Blue's board. Unstacking the Midpoint is a good idea, since it creates a balanced
structure. This must be the right move - Playing totally save with stripping the 8-point and stacking up the 6-point looks ill.





Game 1 0-0/5

Blue 65:

bar/20

Forced move.





Game 1 0-0/5

White 43:

17/18*/24

Putting the second man in the air again, covering the blot - what else can we ask for...





Game 1 0-0/5

Blue 32:

bar/22, bar/23

Forced move.





Game 1 0-0/5

White 32:

12/15, 12/14
12/17
19/3*/1
19/3*, 15/17

As mentioned earlier unstacking the midpoint is what's called for. There is no need to hit, Blue is busy enough consolidating and we should be confident with that. We don't have the position here for performing a blitz. If Blue hadn't made his 4-point it might be an other story. There is little need for putting a spare on the 8-point, this point is a semi-active builder, we will sacrifice it for makin a better point, so it should be cler that the best play is creating another builder for the 5-point by movint 12/14.
It remains covering one of the blots with 12/15. Mission accomplished.





Game 1 0-0/5

Blue 61:

13/7, 6/5
13/7, 23/22

White won't hit loose, so guiding against some jokers might pay off. On the other hand making the 5-point when one can do it with a checker the is supposed to used for that has a point
. It is close and might well be a matter of taste. Note that saving the spare on the midpoint is not worth play deeply into your board. Currently there is nothing to control in Blue's have of the board.





Game 1 0-0/5

White 31:

12/15, 14/15
19/22*/23*


Just as an illustration to what we have talked about above. Blue is glad that the 5-point is made, otherwise the double-hit is likely to be correct.
Piling up the checker on the 10-point doesn't look nice, but leaving a direct shot is too dangerous.

Now it would be nice to have this spare on the 8-point, which we rejected a move earlier, but one must not think about things like that. Backgammon has no memory, you don't score points for plays you could have made.





Game 1 0-0/5

Blue 64:

8/2, 6/2
13/7, 13/9
8/2, 7/3


Making a five-prime is tempting, but where are the checkers that are trapped behind it? It is not worth sacrifying
the midpoint prematurely. Slotting two points would hurt in a blot-hitting contest that is likely to be coming. What is the most powerful weapon in a blot-hitting contest? - Correct a strong board, so making the 2-point should be clear.





Game 1 0-0/5

White 65:

12/23*
12/17, 15/21


Poor Roll. Blue's board is strong so damage control is what's called for. Hitting leaves only 11 shots, compared to the 20 shots of the more balanced slotting play.
This doesn't make up the better structure.





Game 1 0-0/5

Blue 66:

cannot move

Now it is time to double! Blue must think of passing this cube, there are some thr
eats, but Blue can squeeze out a take, since the gammon risk is not too high.

Missed double!





Game 1 0-0/5

White 52:

12/17, 12/14
15/17, 6/1
17/22*/24

If White hasn't noticed the error of not doubling
, there is now nothing that might remind him of it. Again a poor roll, but this time misplayed. Putting two man on the bar here is not much saver than one. One has to be optimistic here and create some builders. Keeping the midpoint and not leaving an additional blot overcompensate the dead wood on the one-point.





Game 1 0-0/5

Blue 63:

bar/22

Forced move





Game 1 0-0/5

White doubles

Take

If it wasn't a double last move, this must be a no-double for sure. White's position is torn apart and although there is still a decent advantage, the gammon chances went down. This gives Blue an easy take.





Game 1 0-0/5

White 54

12/17, 19/23
17/22*, 19/23

Putting the second man on the bar again is tempting
and avoids the blot on the midpoint. The problem with this play is that it might be difficult to cover the 3-point afterwards. All other checkers are far away. The play chosen smooths out the position and ensures a comfortable follow up.





Game 1 0-0/5

Blue 21

cannot move

Payback-time for White's patience.
Note that this position would be now double/pass, Blue's strong board can cause an accident when playing on for a gammon.





Game 1 0-0/5

White 53

17/22*,19/22

Nothing else is close.





Game 1 0-0/5

Blue 51

bar/20

Forced Move.





Game 1 0-0/5

White 65

12/23
17/22,12/18
12/18,15/20*
17/23, 15/20*

Big Blunder! Rember gammons count twice! The hitting plays are superior for that reason. Keeping an additional builder makes
12/18,15/20* the correct move. Note that even 17/22,12/18 is better than the move made over the table. This error often lies in overlooking the possible moves you have. The idea of saving the blot on the midpoint might be right, but you need not to play your whole roll with that checker.





Game 1 0-0/5

Blue 31 - cannot move

White 65

15/20*, 17/23
15/20*, 15/21

A case could be made for slotting both points. But White is very unlikely to close his board anyway, so slotting both point is and unnessary risk.





Game 1 0-0/5

Blue 32 - cannot move

White 42

20/22, 15/19
20/24, 15/17

Looks good, creating a builder on the 8-point asks for an accident. It is vulnerable against a 44 and leaves a blot after a 55. If you can afford it, stay out of the way of the jokers (and anti-jokers). Normally you have to ignore these odd sequence, but here, as the game is nearly locked up, you should do so.





Game 1 0-0/5

Blue 42

bar/21

Forced move.





Game 1 0-0/5

White 51

15/20, 19/20
15/21*

Hindering Blue to anchor is not important know. Even if Blue would succeed in anchoring, it wouldn't be a serious threat to White. The additional safety makes up the small loss of gammon chances by a mile. It is true that White has now no interest in making points that have to be cleared soon and 66 will leave and double shot from the bar, but 55 can be played safely instead - But this is not the point here.





Game 1 0-0/5

Blue 31 - cannot move

White 52

15/20, 23/off
15/22

The gammon is not gin. Every checker counts.





Game 1 0-0/5

Blue 64

bar/21, 13/7
bar/15

Either way Blue is favourite to save the gammon.





Game 1 0-0/5

White 31

19/20, 19/22
24 /off, 22/off

Play save or improve the gammon chances? I like the idea of getting in the crawford next game, so I opt for bearing off.





Game 1 0-0/5

Blue 63

13/7, 6/3
21 /15, 13/10

Even if White wasted a few pips last roll, Blue must not be too optimistic. It is very unlikely that Blue will hit in the following rolls, so ´he should concentrate on saving the gammmon.





Game 1 0-0/5

White 62

20/off, 20/22
20/off, 22/off

Bearing off two checkers improves not only the gammon chances and is equally safe!





Game 1 0-0/5

Blue 54

8/3, 7/3
21/17, 7/3

Again much too much wastage. A more balanced approach keep the small shot-hitting chances and saves 3 pips in the race.





Game 1 0-0/5

White 21

24/off, 23/off

Everything running normal.





Game 1 0-0/5

Blue 66

21/3, 7/1
21/9, 7/1(2)

The gammon is now virtually saved. It is now better to close the board completely.





Game 1 0-0/5

White 42

20/22, 20/24

White has to give the hope for scoring a gammon and play save.





Game 1 0-0/5

Blue 66

21/3, 7/1

Forced move.





Game 1 0-0/5

White 63

22/off(2)

Forced move.





Game 1 0-0/5

Blue 52

5/off, 2/off

Waiting for a miracle.





Game 1 0-0/5

White 22

23/off(2), 22/24(2)

Waiting for a miracle.





Game 1 0-0/5

Blue resigns

Blue knows for sure that there is a tiny chance left to win the game, but he chose to serve his boxes for the next game.