
Othello Position 9
November 17, 2009
Black 147 pips White 156
Unlimited Match
Source : http://spbg.sakura.ne.jp/fes2009quiz.html
Forum: http://spbg.sakura.ne.jp/cgi-bin/yybbs.cgi
Overview
It´s a Money Game, cube is centered, so both players have access to the cube. Black has the Racelead, 9 Pips before this Roll. Board strength is equal, but Black has already made his Bar Point. When we look a little bit closer to both sides of the board we can see that this is already a Prime battle here. White has already split his runners and has a very nice flexible Positons, many Rolls make either the 2 pt 3 pt or 5 pt Anchor. Also there are some nice combinations for White to make his Bar-Pt , Five-pt or 3 Pt. After all we can see that White will have a very nice flexible Position. Blacks Position is not bad, but not so flexible like White´s, specially the 5-1 Roll is a very weak Roll for this Prime battle. Another Point is that Black has the Racelead, but many times in Prime vs Prime battle its not good to have the Racelead, cause the faster is more likely to crunch first.
13/7
13/7 brings down one more Builder for making some Points. But first of all Black looses his Midpoint here and leaves a direct Shoot, there is no need here to loose the Midpoint. As we said in the Overview, White has a very nice flexible Position. With this passiv move from Black, he gives White totally freedom to carry out his threads, either by making an Anchor, or making the Bar pt or 5 Point or hitting the Blot on the Midpoing. We can close out this move very fast.
24/23 6/1*
This move is better than the last one cause at least it takes away half of White´s next Roll. But as we already said we are in a Prime battle and the Ace Point here doesnt fit in this plan, but it fits in an Attacking Game. Second Point is, White has more chances now to make an Anchor ( any 2 thats 11 Rolls + 3-1 +5-3 + 1-1) additionaly all 1´s hit the the Blot from Black on the Acepoint. 3-3, 5-5, 2-2 are also very nice Rolls for White.
This move simple gives to many good Rolls for White instead of a tempo Gain, Black gives White here a lot of good possibilties. So we can close out this move.
24/18
24/18 is the try to make an Advanced Anchor and to disatract White to make inner Board Points or an Anchor. The Disatraction is maybe working for some few rolls with 1´s but not more. Black has to see here that White wants to make his Barpoint. So Black gives White here the possibilty to make to good thinks hitting on the Barpoint and either leave it Sloted or with 6-1 , 6-2,6-6, 3-3, 2-2, 1-1 making the Barpoint. Before this move White only had 5 good Rolls with 6, but now any Roll with 6 is good for White. It´s usually a bad idea to slot Points, which your oppenent want to make, you have to expect to be attacked very fast. And finally this move also leaves White totally freedom to carry out his threads, so we can close out this one too.
24/23 11/6
This is more the passiv and save approach to the Position, but first of all the Stack on Black´s 6 Point is realy bad and unflexible, second it also leaves totally freedom for White to carry out his threads. There are a lot of Rolls in the next Sequences where Black has to give up one or two of his stripped Points. This move is to unflexible and we can close it out.
7/2* 2/1*
This is the most aggressiv try, hitting both blots of White. It takes away the full next roll from White (only doubles helps white). This is realy a Tempo Gain here which stops White to carry out his Thread, it gives Black some time to improve his Position. Black is switching here from the Prime Plan to an Attacking Game, and this is the right idea here, just count the Attackers Black has close to his Homeboard (7 free Attackers). As we already analysed in the Overview, Black is ahead in the Race and so he will be more likely to crunch first in a Prime Battle. This Play also increase the Gammon chances for Black. Another aspect which points forward this Attacking Game is the third Blot from White on his 9 Point.
This is the best move.
1. Rollout¹ 7/2* 2/1* eq:+0.313
Player : 54.48% (G:27.61% B:1.40%)
Opponent: 45.52% (G:15.49% B:1.35%)
Confidence: ± 0.033 (+0.280<E<+0.346)
Duration: 19 minutes 21 seconds
2. Rollout¹ 24/23 11/6 eq:+0.191 (-0.123)
Player : 53.70% (G:20.18% B:1.23%)
Opponent: 46.30% (G:14.49% B:0.83%)
Confidence: ± 0.027 (+0.164<E<+0.218)
Duration: 20 minutes 47 seconds
3. Rollout¹ 24/18 eq:+0.117 (-0.196)
Player : 53.51% (G:18.06% B:1.21%)
Opponent: 46.49% (G:15.91% B:0.91%)
Confidence: ± 0.025 (+0.092<E<+0.142)
Duration: 24 minutes 10 seconds
4. Rollout¹ 24/23 6/1* eq:+0.090 (-0.223)
Player : 52.20% (G:19.12% B:1.14%)
Opponent: 47.80% (G:16.18% B:1.21%)
Confidence: ± 0.036 (+0.054<E<+0.126)
Duration: 24 minutes 53 seconds
5. Rollout¹ 13/7 eq:+0.075 (-0.238)
Player : 50.43% (G:20.34% B:1.28%)
Opponent: 49.57% (G:15.65% B:1.23%)
Confidence: ± 0.029 (+0.046<E<+0.104)
Duration: 22 minutes 49 seconds
