Blunder of the Week!
(9/9/01)

Match to 7. Score Green-White: 3-2





# Ply Move Equity
  1 3 24/16* 8/4*(2) 62.46%
  2 3 13/9(2) 8/4*(2) 61.32% (-1.14%)
  3 3 24/20(2) 8/4*(2) 61.20% (-1.26%)
  4 3 24/20 13/9 8/4*(2) 61.10% (-1.36%)
* 5 3 8/4*(2) 6/2(2) 60.38% (-2.08%)
Alert: Blunder (0.288)

Checker play
It's the best rolls that are often easy to screw up. I was going for a blitz here but I just don't have the amunition. When you don't have enough checkers to pull off a blitz it is important to maintain connectivity rather than build deep points. Plus, three of your opponents checkers on the bar early on is better than two! Making the 4 pt. was easy but I should have hit the checker on the 16 pt. instead of making the 2 pt. I get the back checkers moving, I don't make the deep two point, I get an extra checker on the bar. Much better than hoping to get a lot of checkers down and points made in a hurry.
Keys to remember: Don't make deep points unless it is to put a checker on the bar or you have lots of builders to pull off a blitz. Maintain connectivity during the blitz and get those back checkers moving.


This file has been generated by Snowie Professional Edition Version 3.0, a product of Oasya SA
Output date: 1:07:36 PM, 8/22/01(Export v2.10)