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Answers

  1. 24/22, 10/5 – 6 points. Make a bold move to establish yourself on both sides of the board before White has a chance to develop.

  2. 13/8, 11/10 – 7 points. White has a one-point board (compared with your own three-point board), and two inner board blots.

  3. 6/1*, 6/4* – 6 points. More dynamic than the alternatives.

  4. 16/10, 6/5 – 7 points. The alternatives are cramped and feeble. White’s 3’s are duplicated with this play, and his large numbers play poorly.

  5. 13/8, 7/6 – 7 points. Better containment if the blot on the roof comes in, and better coverage of the outer boards.

  6. Bar/20, 19/13 – 6 points. Entering on the 20-point is obvious. What might be less obvious is the need to keep an eye on White’s rear checker by coming out to the midpoint.

  7. 24/13 – 6 points. Don’t be lured off the anchor.

  8. 24/16 – 7 points. No need to panic. You have an advanced anchor, and better structure on your side of the board. Hitting only makes a mess.

  9. Bar/23, 6/3* – 7 points. It is tempting to enter on the 22-point, and play quietly down to the 11, but anchoring and hitting is safer.

  10. 8/6, 5/4 – 6 points. Clearing the 8-point completely or trying to crack White by keeping the prime with 6/4, 6/5 are both strong plays, but the combination of good bearin distribution, and the possibility of going back for more checkers makes it correct to leave the blot.

  11. 10/3 – 7 points. It is tempting to hit a second blot, but if White rolls a 3 you may be in big trouble.

  12. 17/1 – 7 points. Greed is a terrible thing to waste!

  13. 11/10, 8/4* -- 7 points. Don’t let White escape.

  14. 7/3(2)*, 6/2(2)* – 7 points. Swinging from the hips! If you are White, I’ll bet you wish you had played problem #9 correctly.

  15. 15/13, 2/1* – 7 points. Don’t let White have the acepoint anchor.

 

 

 
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