Blunder of the Week!
(01/20/02)

Match to 1. Score Green-White: 0-0





# Ply Move Equity
  1 3 21/14* 43.31%
  2 3 21/15 8/7* 38.39% (-4.93%)
* 3 3 13/7* 8/7 33.80% (-9.52%)
  4 2 13/7*/6 35.28% (-8.03%)
  5 2 24/23 13/7* 34.69% (-8.63%)
Alert: Blunder (0.190)

Checker play
Jump That Prime
I have my choice of blots to hit here and I chose the wrong one. Sure it makes a great prime if my opponent doesn't roll a 4 and I can cover my blot on the next roll but there are more important things to be done. I need to escape those checkers from my opponents 5pt prime before they get trapped there for good and this roll does that. Now that I have escaped, which checker to hit is easy. Hitting on the 4pt puts my opponent furthest behind in the race and it conveniently duplicates 1's and 4's, my opponents only good numbers after I hit.
Key to remember: It is often best to use your 6's to jump a 5pt prime cuz you may not get another any time soon. Nuff said.


This file has been generated by Snowie Professional Edition Version 3.0, a product of Oasya SA
Output date: 1:14:55 AM, 1/12/02(Export v2.10)