Problem 1
White on roll - cube action?
a. No double/take
b. Double/take
c. Double/pass
d. Too good to double/pass
White has a small lead in the race, a stronger board & powerful threats. All these advantages are small but added together give white a strong double. Black has an easy take because white’s threats have yet to be materialised.
Problem 2
White to move - 21
a. 15/13 7/6
b. 15/14 7/5
c. 15/12
d. 7/4
Solution: d) 7/4If black doesn’t roll doubles on his next roll then white must roll doubles to avoid being gammoned. 7/4 saves the gammon with 33, 44, 55 & 66. That’s 4 gammon saving rolls. All other plays are less effective.
Problem 3
White to move - 43
a. 24/20 13/10
b. 13/10 8/4
c. 13/9 8/5
d. 8/1
Solution: d) 8/1*
Most hits are done for two reasons. To gain ground in the race or to attack a key point. A less common but still important motive for hitting is a defensive idea known as a tempo play. The hitting play prevents black from using the whole of his next throw to make his five point or another strong play. Black has to use half his next throw to re-enter from the bar.
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