He gives checker play tips for early game and middle game positions.
The first key is recognize what type of structure both you and your opponent have.
Priming formation
- Points are well placed and not stacked
- builders (spare checkers) are well placed
- you are likely to biuld a beautiful prime
- deep home points (1/2/3) are not made
- behind in pip count
- looks pure
- most checkers in outer board
- 6 pt is unstacked
- no checkers on 1 pt
- Build and extend your prime
- Slot key points
- Bring down builders
Blitzing (Attacking) Formation
- Points are stacked
- deep inner points have been made
- Gap(s) on 4 pt, 5pt, or 7 pt
- Little priming potential
- ahead in the pip count
- spare checkers are placed too deep
- looks ugly
- most checkers are in the inner board
- Five or more checkers are on the 6 pt
- 1 pt is made or slotted
- Hit the opponent anywhere
- Make (any) inner board points you can
Gameplan - the clash of strategy between you and your opponent.
Listen to your checkers. Their placement compared to your opponents, will suggest to you what your proper game plan or srategy should be. Below is listed from your perspective -- meaning your structure vs. opponents structure.
Prime vs Prime
- Split back checkers to make advanced anchor
- Go for the Prime
- Make point in order
If opponent is trying to prime you it makes sense to try and make an advanced anchor. If successful this kills his main game plan.
Prime vs Blitz
- Never split
- Low anchor is fine
- Slot
Since opponent is attacking you don't need an advanced anchor. He isn't priming you. Worse, by splitting you provide a target for his attack - what he wants to do! So any anchor will do.
Blitz vs Prime
- Attack if possible
- Escape if atttack not possible
- Do not slot
Blitz vs Blitz
- Attack if possible
- Anchor wherever
- Do not give up anchor
Applying to my own play.
While my skills are deficient in so many areas, I feel checker play is my biggest weakness. I am hopeful that I will improve by applying these concepts to my own game.
With hindsight, here are a few recent examples from my own matches.
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I trail 7 away 5 way. How to play 22 from the air?
is Staf1 score: 2 pip: 144 | ||||||||||||||||
7 point match | ||||||||||||||||
pip: 158 score: 0 is Chutzpah | ||||||||||||||||
XGID=-a----EBB-aAdC--ac-c---AbA:0:0:1:22:0:2:0:7:10 | ||||||||||||||||
to play 22 |
1. | 3-ply | Bar/23 13/11 6/4(2) | eq: +0.414 | |||
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2. | 3-ply | Bar/23 11/9 6/4(2) | eq: +0.321 (-0.093) | |||
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3. | 2-ply | Bar/21 6/4(2) | eq: +0.242 (-0.172) | |||
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eXtreme Gammon Version: 2.01, MET: Kazaross XG2
OK, this one is pretty easy even without the benefit of Mochy's great advice. Bar/23 is forced, 13/11 cleans up the blot and then 6/4(2) unstacks and makes an inner board point. This is what I played but let's think about it from the structure dictates the strategy approach anyway.
Staf clearly has an attacking structure, with the ace point made. Thanks to the joker 22, I have an already formed priming structure. Since the opponent has an attacking structure, the anchor on the 2 point is all we need. with the ace-point made, we don't need to fear getting primed. That's the main point I wanted to highlight with this example.
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Score is 7 away 7 away. I have 52 to play.
is Staf1 score: 0 pip: 140 | ||||||||||||||||
7 point match | ||||||||||||||||
pip: 157 score: 0 is Chutzpah | ||||||||||||||||
XGID=-a--a-E-C---cEAa-b-c-b-bA-:0:0:1:52:0:0:0:7:10 | ||||||||||||||||
to play 52 |
1. | 3-ply | 14/9 6/4* | eq: -0.606 | |||
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2. | 3-ply | 13/8 6/4* | eq: -0.709 (-0.103) | |||
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3. | 2-ply | 24/22 14/9 | eq: -0.837 (-0.231) | |||
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eXtreme Gammon Version: 2.01, MET: Kazaross XG2
This may not be a great example either, but let's try.
Both of us have Blitzing structures. Strategy is to attack, or anchor, and don't leave the anchor.
While his blitzing structre is better than mine, I don't really have any choice but to attack. I can't anchor or play safe. 14/9, 6/4* is indeed what I played. It sucks but what else is there?
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7 away 7 away and I have 56 to play from the bar.
is Jaflo score: 0 pip: 156 | ||||||||||||||||
7 point match | ||||||||||||||||
pip: 157 score: 0 is Chutzpah | ||||||||||||||||
XGID=-b---aEAB--AbD-aAd-c----bA:0:0:1:65:0:0:0:7:10 | ||||||||||||||||
to play 65 |
1. | 3-ply | Bar/20 13/7 | eq: -0.082 | |||
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2. | 2-ply | Bar/20 11/5* | eq: -0.261 (-0.179) | |||
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3. | 1-ply | Bar/20 16/10 | eq: -0.361 (-0.279) | |||
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eXtreme Gammon Version: 2.01, MET: Kazaross XG2
My structure is a bit unformed at the moment. By making the bar I could have the start of a priming structure yet my stacked 6 point isn't ideally suited for priming. I think the key here is understanding the opponent's structure. Jaflo clearly has an attacking structure. Therefore his strategy is clear. He wants to hit me anyway he can and make inner points anywhere the dice allow. To counter this strategy then, it makes sense to clean up a blot while making an asset at the same time. This was essentially my thought process in choosing Bar/20, 13/7.
The aggressive Bar/20, 11/5* would seem to play into Jaflo's hands. I fight for the key 5 point, but it is unlikely to work. I leave 4 blots and enter a blot hitting contest when outboarded.
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First game of 7 point match. I have 41 to play.
is Lyurix score: 0 pip: 159 | ||||||||||||||||
7 point match | ||||||||||||||||
pip: 161 score: 0 is Chutzpah | ||||||||||||||||
XGID=-b----E-D---cDb--c-c-b-AA-:0:0:1:41:0:0:0:7:10 | ||||||||||||||||
to play 41 |
1. | XG Roller+ | 23/22 13/9 | eq: -0.456 | |||
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2. | XG Roller+ | 13/9 6/5 | eq: -0.512 (-0.056) | |||
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3. | 4-ply | 13/8 | eq: -0.483 (-0.027) | |||
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eXtreme Gammon Version: 2.01, MET: Kazaross XG2
Lyurix clearly has a priming structure. I got nothing, so definitely not a prime. I guess that means I have a blitz formation.
Let's review Blitz vs prime. Attack if you can. Otherwise escape. Never slot.
Well I slotted with 13/9, 6/5. Oops. I am outprimed so this is the wrong idea.
Best seems to be 13/9, 23/22. Trying to make an anchor (good vs prime) while staying back on points he least wants to attack. On my side of the board the 9 point is always a good spot for a builder which leaves many good point making rolls next turn should my opponent not molest me.
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Once again the score is 7 away 7 away. I have 65 to play.
is FrankZappa score: 0 pip: 136 | ||||||||||||||||
7 point match | ||||||||||||||||
pip: 130 score: 0 is Chutzpah | ||||||||||||||||
XGID=-a-B--E-D---dC---c-cbb-A--:0:0:1:65:0:0:0:7:10 | ||||||||||||||||
to play 65 |
1. | XG Roller+ | 13/7 6/1* | eq: -0.615 | |||
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2. | XG Roller+ | 13/2 | eq: -0.743 (-0.129) | |||
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3. | 4-ply | 23/18 13/7 | eq: -0.653 (-0.038) | |||
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eXtreme Gammon Version: 2.01, MET: Kazaross XG2
This is blitz vs prime. So once again, attack. escape. don't slot.
Based on Mochy's advice, attack seems to be called for then... thus 13/7, 6/1*
2nd best is 23/18, 13/7 which tries to escape (note mochy's 2nd advice) with a slight racing lead and exploits the duplication of sixes.
the wimpy 13/2 accomplishes none of your objectives while giving the opponent a free shot at you. (what I played of course - damn I suck at this game!)
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One last example should be enough for one day! I trail 6 away 7 away and have 21 from the bar. Slot or tap that ass?
is FrankZappa score: 1 pip: 134 | ||||||||||||||||
7 point match | ||||||||||||||||
pip: 151 score: 0 is Chutzpah | ||||||||||||||||
XGID=--aB--DaBB--dC---b-ba-bAbA:0:0:1:21:0:1:0:7:10 | ||||||||||||||||
to play 21 |
1. | 4-ply | Bar/23 6/5 | eq: +0.076 | |||
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2. | 4-ply | Bar/23 8/7* | eq: +0.021 (-0.055) | |||
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3. | 3-ply | Bar/23 9/8 | eq: -0.061 (-0.137) | |||
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eXtreme Gammon Version: 2.01, MET: Kazaross XG2
This is clearly prime against blitz. Simplified strategy is don't split, ame an anchor anywhere and slot.
Attacking with Bar/23, 8/7* appears to be the wrong idea based on the structure. His blotted 5 point is some compensation for the bold play but apparently not enough.
Best is Bar/23, 6/5. Hey I actually got that one right. I think the duplication of 3's is the biggest factor - but from the prime POV I have little material to work with so I have to unstack the 6 point to get these checkers into the game. My prime isn't ideal, since the 9 point and 3 point can never be part of the same prime. But this game has some hitting to go yet... owning the 5 point after a later hit I may yet be able to form a strong prime from the 8 point inward.
Hi,
ReplyDeleteI don't think the latter is prime vs Blitz. You also have a blitz position but IMHO being outboarded you risk too much hitting and leaving two blots there. Almost a double shot. Your 3 and 9 point cannot be part of a prime.
Ciao
Wolfi