Generally hit with 42 and make a point with 31.
When you hit with a six, the other number splits from the back checker.
When you hit with an ace, the other number comes down from the midpoint.
** see 64S-41X exception below
Doubles are pretty easy ...
11. Always near 8/7*(2), 6/5(2)
22. Always near 13/11(2), 6/4(2) but 64S is an excpetion. This is the only time you use full roll to hit with 22 - 24/16*.
33. Always point on head 13/7*(2)
44. Generally both 24/20(2), 13/9(2) but 64S is an exception since you hit. Here Run 24/16*(2) is best.
55. Attack 8/3(2), 6/1*(2) is obvious ** edited 3/28
66. 24/18(2), 13/7(2) of course
'Always Hit and Split when you roll a missing 5X.' Actually 63S-52S may be best, but you can't go wrong by hitting and splitting.
64S plays a bit different due to the superbuilder on the 9 point.
** 64S-41X. You need to confront the 9 point blot
** 64S-22H. You need to hit b/c the 9 point builder is too strong.
**64S-44R. Hit and Run is best.
** 64S-31. Hit and Split (13/10*, 24/23 and make a point 8/5, 6/5 are tied)
43 and 32 are generally played for duplication.
However 62S-32 is an excpetion. Here Up 24/21. 24/22 and Wild 24/21, 6/4 are tied.
Always Kill with 65 - 13/7*, 6/1*.
13/3(2) is forced with double 55s ?
ReplyDeleteThanks. Fixed. Bill
ReplyDelete"** 64S-31. Hit and Split (13/10*, 24/23 and make a point 8/5, 6/5 are tied)"
ReplyDeleteYou can't hit on the 10 point. Hit and Split would be 8/7* 24/21