| White | (5 1) | 24/23 13/8 | |
| 2. | Green | (6 1) | 13/7 8/7 |
| Move 2 White |
|
|
| Pip: 161 | ||
| Pip: 160 | ||
| # | Ply | Move | Equity | |
| 1 | 3 | 24/15 | -0.189 | |
| Simplified 3-ply, 50%. | ||||
| * | 2 | 3 | 24/20 13/8 | -0.219 (-0.030) |
| Simplified 3-ply, 50%. | ||||
| 3 | 3 | 13/8 13/9 | -0.284 (-0.095) | |
| Simplified 3-ply, 50%. | ||||
| Checker play |
|
Staying "under the gun" is a specific backgammon term for the activation of enemy checkers by one's own play. When white stays on the 20 point, she activates the enemy checkers on the bar point and 8 point, because making a point on her head or hitting two would temporarily safety the blot left on the broken point. Otherwise, making an inside point with a checker from the outer points would cause breaking of the outer point. Note how the split white checker on the black deuce guards against making points in black's home. Each checker of the block on the black 7 and 8 points is thus bound to stay and protect his brother unless leaving can be done with some tempo winning move like pointing on white's head or hitting 2. If the 7 and 8 points of Black were not stripped, she would be able to make points with the spare checkers anyway. So for the purposes of backgammon tactics, staying on the 20 point then would not be "under the gun", because those surplus checkers would be active anyway. In this position, white would better run all the way to the 15 point rather than stay under the gun. Another reason to continue is that the fifth white checker on the 8 point does not make the position more beautiful. |
| 3. | Green | (4 1) | 24/20 6/5* |
| White | (4 2) | bar/21 23/21 | |
| 4. | Green | (6 2) | 13/5 |
| Move 4 White |
|
|
| Pip: 151 | ||
| Pip: 147 | ||
| # | Ply | Move | Equity | |
| 1 | 3 | 13/8 | -0.396 | |
| Simplified 3-ply, 50%. | ||||
| 2 | 3 | 8/3 | -0.438 (-0.042) | |
| Simplified 3-ply, 50%. | ||||
| * | 5 | 3 | 13/11 8/5* | -0.490 (-0.094) |
| Simplified 3-ply, 50%. | ||||
| Blunder (0.094) |
| Checker play |
|
Leaving a shot here is a blunder. It is Bill Robertie who first explained logically the approach to such positions. White has a high anchor so he cannot be primed and he will have some racing chances probably till the end of the game (the end may come earlier if he is doubled out). In frontally completely undeveloped positions like this, white should wait his luck and play as safe as he can. She should give a shot only when forced by the roll. Robertie showed that such positions are quite playable and white need not panic. |
| 5. | Green | (4 2) | bar/23 24/20* |
| White | (5 1) | bar/24 11/6 | |
|
|
||
| Pip: 160 | ||
| Pip: 146 | ||
| 6. | Green | Double |
| White | Pass | |
| Cube action equity | Wrong pass | ||
| 3-Ply | Money equity: | 0.440 | |
| 0.3% 12.4% 68.4% 31.6% 5.5% 0.1% | |||
| 1. | Double, take | 0.779 | |
| 2. | No double | 0.771 | (-0.008) |
| 3. | Double, pass | 1.000 | (+0.221) |
| Proper cube action: Double, take | |||
| Cube action |
|
It is a long race with 14 p. advantage for black. Black has the position. 2 vs 3 back checkers - not very little, but not enough to scare white who has a high anchor and the proverbial Robertie stacks. Just enough for a take if white knew some reference position resembling this. As it is, white passed. |
| MariaKr wins 1 point. |
| Game 2 simplified statistics (EMG Rated) | ||
| Player | MariaKr | MaiaPeicheva |
| Rating | extra-terrestrial | novice |
| Overall | 0.000 | 38.302 |
| Checker play | 0.000 | 13.727 |
| Double | 0.000 | 0.000 |
| Take | 0.000 | 24.575 |