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 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.
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Game 1 0-0/5 White 65: 1/12 No question about that...again.
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Game 1 0-0/5 Blue 64: 10/4,
8/4 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...
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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 |
Game 1 0-0/5 White 32: 19/22*/24* |
Game 1 0-0/5 Blue 65: bar/20
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Game 1 0-0/5 White 43: 17/18*/24
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Game 1 0-0/5 Blue 32: bar/22,
bar/23 |
Game 1 0-0/5 White 32: 12/15,
12/14 |
Game 1 0-0/5 Blue 61: 13/7,
6/5 |
Game 1 0-0/5 White 31: 12/15,
14/15 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 |
Game 1 0-0/5 White 65: 12/23*
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Game 1 0-0/5 Blue 66: cannot move Missed double! |
Game 1 0-0/5 White 52: 12/17, 12/14 |
Game 1 0-0/5 Blue 63: bar/22
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Game 1 0-0/5 White doubles Take |
Game 1 0-0/5 White 54 12/17,
19/23 |
Game 1 0-0/5 Blue 21 cannot move
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Game 1 0-0/5 White 53 17/22*,19/22
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Game 1 0-0/5 Blue 51 bar/20
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Game 1 0-0/5 White 65 12/23 |
Game 1 0-0/5 Blue 31 - cannot move White 65 15/20*,
17/23 |
Game 1 0-0/5 Blue 32 - cannot move White 42 20/22,
15/19 |
Game 1 0-0/5 Blue 42 bar/21
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Game 1 0-0/5 White 51 15/20,
19/20 |
Game 1 0-0/5 Blue 31 - cannot move White 52 15/20,
23/off |
Game 1 0-0/5 Blue 64 bar/21,
13/7 |
Game 1 0-0/5 White 31 19/20,
19/22 |
Game 1 0-0/5 Blue 63 13/7,
6/3 |
Game 1 0-0/5 White 62 20/off,
20/22 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 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 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. |