

XGID=aABBC—bBBb–cbbBc–A:1:1:1:53:0:0:1:0:10  
to play 53 
eXtreme Gammon Version: 1.04


XGID=aABBC—bBBb–cbbBc–A:1:1:1:53:0:0:1:0:10  
to play 53 
eXtreme Gammon Version: 1.04
Hi,
this week i will upload the Videocast about Match Equity Tables Part 1 , also i will write the Backgammon Articels – Opening Roll the 11 Opening Roll and Replays. And of course there will be some more Positions to solve and their Solutions.
Hope you Enjoy, and keep Learning
Overview
White has the Race a lead of 20 pips before this Roll, and has already split his Runners. Cube is centered, so both Players have access to it.
Board strength of both Players is equal, 2 PtBoard, but white has here a nice solid 4 Prime with the best Points already made (5pt, 4pt, Barpt). This Position is already a Prime vs Prime battle. Negative Point on White´s Position is, that he already has lost his Midpoint.
Black has here 2 possible Gameplans. First plan is to counter Prime White´s 2 Runners, if he success with it, White is most likely to crunch first, cause of his big Race lead. Second plan for Black is to Attack the Runners from White and going for a closeout, Black can switch his two plans according to the Rolls.
White on the other Side has also the Plan to Prime Black, but he also has to free his Runners, cause of his Racelead. He needs at least one Runner to be free to hold his Prime, and to get some flexibility to move bad Numbers he maybe will Roll.
24/22 23/18
This is the try to move both Runners to either run at least one home or making an Advanced Anchor. First of all White is slotting the Bar Point, this is the Point Black wants to make most, he gives Black the opportunity to make 2 good thinks, hitting on the Bar pt and making it (joker) or at least Slotting it. Additional Black has also a lot of Double Hits, and some Hit and Point Making Numbers on the Blot on the 3 Point. This move from White activates very heavy the Gamplan of Attacking for Black, which is a possible and very effective Gameplan for Black (see Overview).
We can close out this Move, cause its too dangerous and gives Black too many Attacking possibilties, and this is exactly what Blacks want. Also the Gammon looses for White raises with this move.
23/18 7/5
This move looks much better than the last one, cause it doesnt give Black so many Attacking possibilities, and it improves the Offense flexibility for extending the Prime. But the big disadvantage of this Move is the Slotting of the Bar Point. As alreday described in the last move this is the Point Black wants to make most, it equalize the Prime of Black. As described in the Overview a Prime vs Prime battle is also a nice Gameplan for Black, cause White has a high Racelead, and will much likely to Crunch first.
We have to close out this Move, cause the Slotting of the Barpoint is not the right idea here, and White realy dont want to end in a Prime vs Prime Battle with 2 Runners behind Blacks possible 4 Prime here.
23/16
This is the try to run one Runner home. Its critical for White and a must to free at least one Runner, cause if Black can extend his prime, White needs this free Runner to play bad Rolls and improve his Timing in a Prime vs Prime battle. And if White can bring this Runner in save area, its much easier for him to bring around he second Runners, With this move White is not slotting the Bar point, hence giving Black not so strong Attacking Possibilties. The Runner on the Ace point is quite save here. Black has 4 and 2 to hit here, but there is some Duplication : 64 makes Barpoint, 41 Barpt or 3 pt.
This is the best move cause it doesnt give Black a lot of Attacking Possibilties, and it gives White some Flexibility, and of course it fits in the Gameplan of White to run, cause he got a high Racelead.
Rollout



XGID=b—BDDC—ca–bdc–AA:0:0:1:52:0:0:1:0:10  
to play 52 
1.  Rollout^{1}  23/16  eq: +0,323  


2.  Rollout^{1}  23/18 7/5  eq: +0,259 (0,064)  


3.  Rollout^{1}  24/22 23/18  eq: +0,160 (0,162)  


4.  XG roller  23/18 8/6  eq: +0,201 (0,122)  


5.  XG roller  8/3 7/5  eq: +0,115 (0,208)  


^{1} 1440 Games rolled with Variance Reduction. Moves and cube decisions: 3 ply 
eXtreme Gammon Version: 1.04
 
XGID=—ABDbC—aBaacbcbBA:1:1:1:61:0:0:3:0:10  
to play 61 
eXtreme Gammon Version: 1.04
 
XGID=b—BDDC—ca–bdc–AA:0:0:1:52:0:0:1:0:10  
to play 52 
eXtreme Gammon Version: 1.04
Overview
It´s a Money Game with Jacoby Rule on. Cube is centered so both Players have access to it. White has a Racelead of 11 Pips before this Roll. White has 1 Runner back, Black has the Advanced 3Pt Anchor. Black has the weaker Board 3 Pt Board vs White´s 4 Pt Board.
White´s Position looks at first view strong, but it isn´t that strong, he got some weak points to consider.
The lonely runner on the 22 Point is a little bit disconnected, and could be attacked. He got a long way home.
White doesnt have any landing Points in his Outerboard (7 to 11 Point), and Black is controlling this Outerboard area very effective from his 3Pt Anchor.
White has an unflexible Stack on his Midpoint, which will be hard to clear without any Landing Points (no 8 pt and no Barpt).
Blacks Gameplan is simple, first he trys to contain the last Runner from White, if this doesnt work, Black still has a 3Pt Holding Game, which is quite strong here, cause White doesnt have any Landing Points in his Outerboard.
White´s Gameplan is also clear, bringing around his last Runner and clearing the Midpoint, and simple winning the Race.
6/1
6/1 is the chicken play, It looks save, but it isn´t. The only good point with this move is, that it doesnt leave any extra shoots or Blots. On the other Side it kills one more Spare Checker. White has already, as described in the Overview, some problems with his flexibility, this move makes the Situation more worst as before. And by the Way its allways good to leave the attackers, builder and spares in front of the Anchor and not behind. When Black has to leave the Anchor this Spare can be a valuable Attacker. And there is still a lot of contact in this Position and most likely there will be some hit contest. The Blot on the Ace Point can became very weak if White has to hit a Blot from Black, specially here cause White doesnt have any checker near to cover that Blot and making the Ace point. This move doesnt improve White´s Position, it doesnt solve any of White´s Problems here, like the Stack on the Midpoint, or the disconnected Runner or the lack of a landing Point in White´s outfield. So we can close it out.
22/21 6/2
22/21 6/2 this Move is a little bit better, cause it at least moved the last Runner. But the Runner is now on Black´s 4 Point, thats the Point Black wants to make next. This move also make the Spare on the 6 Point to a semi dead Checker which is not good, see explaination about Flexibility in the last move. This move also doesnt improve or solve any of White´s Problem. We can close out it for the same reasons we closed out 6/1.
13/9 6/5
This Move looks much better than the Moves before. It unstacks the heavy Stack on White´s Midpoint, and it prepares to make a Landing point in White´s Outfield. But the Question to solve here is, is it too risky for White to leave a second Blot as a direct Shoot ?. White cant relay on his Race lead and hoping to bring around his last Runner and clearing his Midpoint without leaving direct Shoots, he has to Roll almost Perfect all the Time, its just a matter of Time when White will have to give Black some Shoots. But White can control when he is taking the Risks to improve his overall Position. Now White has the stronger Board, and a chance to get out as winner of a hit contest is now in favour for White. Maybe later Black will have a even strong or maybe stronger Board than White. So the idea to repair the Positon now and taking some risks now is right in this Position.
The idea of this Move is right, but it gives Black too many good Rolls for Attacking 6, 5, 2 so we have to close out this move, cause it gives Black to many good Attacking Rolls, we will see later the same idea but much saver.
22/18 6/5
This is the try to run Home and connect the last Runner. It at least fits in the Gameplan of White, but it only relays on Running and it doesnt solve the Problem of the Stack on the Midpoint and the lack of a landing Point in White´s outfield. It´s quiete clear, that even when White has sucess with this Play and he brings the last Runner around, he will have a hard Time to clear his Midpoint without leaving Shoots. By the Way Black is favourite to hit here the Blot from White (6´s and 1´s 24 hits). White gives Black here the chance to make 2 good thinks, he can hit and bringing down new Builders and Attackers, and the Bar Point is also a Point Black wants to make. Also to consider is that if Black hits the Blot, White will have not many rehits from the Bar. White has to see here that 41 is not a good running Roll here, he should try something else more constructive.
13/8
This move looks nice, it unstacks the heavey Stack on the Midpoint, and it prepares to repair the Position, by slotting the 8 Point. The Risk is not so high here, compare the Arguments from 13/9 6/5 above. But this move is much saver than 13/9 6/5, Black now has only 5 and 2 to Attack, instead of 6,5,2. It doesnt give Black good 6´s, but it gives White good 5´s. This Move has the best Risk – Reward, and it works on solving the positionell Problems White has at this Position, as already mentioned at the Analyse of 13/9 6/5 its now the right tome for White to take Risks to repair his Position, thats why this is the best Move.
Rollout


XGID=–BbBBC—–cE—cbcAb–:0:0:1:41:0:0:1:0:10  
to play 41 
1.  Rollout^{1}  13/8  eq: +0,072  


2.  Rollout^{1}  22/18 6/5  eq: +0,047 (0,025)  


3.  Rollout^{1}  13/9 6/5  eq: 0,015 (0,087)  


4.  Rollout^{1}  22/21 6/2  eq: 0,023 (0,095)  


5.  Rollout^{1}  6/1  eq: 0,087 (0,159)  


^{1} 1440 Games rolled with Variance Reduction. Moves and cube decisions: 3 ply 
eXtreme Gammon Version: 1.04


XGID=–BbBBC—–cE—cbcAb–:0:0:1:41:0:0:1:0:10  
to play 41 
eXtreme Gammon Version: 1.04
Here you can add your comments and suggestions for this Position : http://gammongo.firstforum.com/backgammonpositionsf1/position5t3.htm#5