Category : Answer

Answer 4

Category: Answer

8/2   5/3*,    13/11   8/2

This is a position that  trying to prevent a backgame is important especially at DMP where backgames are useful. There is another consideration though. In a real match we usually assume that both parties will play an optimal game after making the banana split. However in reality this is hard to achieve. Therefore I think first two moves are valid in the games where both parties are human.


Answer 3

Category: Answer

24/21   8/7*,    13/10   8/7*,   8/5   6/5

Almost all 3-1 dice at the beginnig of the game are used to make the 5-point. There are some exceptions as shown. It is good to know why these exceptions occur. Here the score being DMP makes gammons not as worthy as in other situations. This is one important thing to consider when elaborating moves. The other thing is making the 5-point is almost as equal to other hitting moves. If you are the weaker player this should be the way to go because it will not be a big error and for the weaker player it will be hard to understand the intricacies of the game.

To be able to explain why the hitting moves are at top is another important thing. The major theme is that 9, 8, and 6 points (shown here as 16, 17, and 19) make a very good offensive structure if nothing is hit this turn. Even if productive dice combinations making good use of 9, 8, and 6 points do not happen there are other combinations where the opponent is going to make a very good defensive anchor giving very good racing possibilities. 6-4 is 10 pips and also the party rolling that has the advantage of rolling first. 3-1 in return with its 4 pips is not an enough reply. Therefore hitting is suggested here.


Answer 5

Category: Answer

Double / Take

In unlimited games, take point is about %21,5 when gammons are negligible and recubes are possible. If we follow PRaT decision frame, we can deceive ourselves that White is leading in all compartments. But if we adjust the race properly, we notice that this takeable for Black. Then we can consider a typical balanced scenario for both sides. For example, if Black gets in whatever White does, we can calculate that this will generate about %20 chances for Black. After inspecting other scenarios for Black we can gather at least another %2 for Black such that it will be a Take. White should turn the cube because s/he has enough market losers when s/he covers and Black dances.


Answer 2

Category: Answer

After the first move double-pass is guaranteed. Whatever play the opponent makes, when it is our turn it will be double-pass (the opponent may take after some rolls like 3-3). Moreover first move doesn’t give the opponent a joker like 6-1. And this is the cream over pie…


Answer 1

Category: Answer

8/4   5/4

If both parties have primes the one with better timing wins. Bottom player has a chance to equalize prime-wise. If its checker on 16 doesn’t get hit, s/he will have a timing advantage with one less checker behind the prime. If it gets hit and s/he dances, timing advantage will get bigger. If gets in from the bar, s/he will have one more checker ready to jump. If both checkers got hit and closed out, s/he will wait for the collapse of opponent’s prime.