Blunder of the Week!
(9/23/01)

Match to 5. Score Green-White: 1-4





# Ply Move Equity
  1 3 bar/24 6/3 26.67%
* 2 3 bar/24 9/6 20.16% (-6.50%)
  3 1 bar/24 7/4 16.69% (-9.97%)
  4 1 bar/24 5/2 15.89% (-10.77%)
Alert: Blunder (0.268)

Checker play
In a perfect world I would have just danced until my opponents board crashed and then brought the win home from there but you have to do the best with what you have. I have a few objectives here. Make the 3pt., unstack the heavy 6pt., hold my prime as long as I can so i can contain white until their board crashes. The best way to use my 3 is to put it where it belongs, on the 3pt.. By stacking another checker on the 6pt. I make it harder to preserve my timing and I make any six (besides a 6-3) a bad number on my next turn. You have to look ahead a bit and try to make sure all of your numbers play comfortably on the next turn. If my opponent rolls a 2 it is bad anyway so getting that checker sent back may actually work for me later on.
Keys to Remember: Look ahead and try to make all your rolls work for you. There always comes a time where stacking does you no good and it is better to just put the checkers where they belong. In timing battles work to save or kill numbers to preserve timing.


This file has been generated by Snowie Professional Edition Version 3.0, a product of Oasya SA
Output date: 12:40:24 PM, 9/29/01(Export v2.10)