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The following positions address checker play in unlimited games. An unlimited game means a game that stands alone, where match score does not affect the decision. Tap the play you would make at the board.

The candidate plays are ranked by equity, the value of one play measured against the alternatives. Beside each play you will see W, GW and GL: Blue’s chances to win the game, to win a gammon, and to lose a gammon. Delta is the equity a play gives up against the best play.

The best play earns a green BEST badge. A play that gives up a little equity is an ERROR; one that gives up a lot is a BLUNDER. Have fun.

Unlimited Game - Position 1 of 10
How Should Blue Play 5-1?
Question board
Unlimited Game - Position 1 of 10
Answer: 6/1* 2/1
Answer board
PlayEquityDeltaW·GW·GL
6/1* 2/1BEST-0.229–44.2%·14.3%·17.7%
6/1* 5/4BLUNDER-0.342-0.11441.1%·14.4%·23.0%
13/8 6/5BLUNDER-0.364-0.13640.7%·12.5%·21.8%
13/7BLUNDER-0.420-0.19239.3%·13.1%·25.8%
W = Blue Win%; GW = Gammon Win%; GL = Gammon Loss%
Unlimited Game - Position 1 of 10
Reasoning

Blue should attack White’s last back checker and secure the landing point immediately. The race is close at 127 to 129 pips, but White has no anchor and Blue already has four home board points. Play 6/1* 2/1, hitting and covering the 1 point while retaining four made points in the home board. White cannot hit back on the 1 point, and Blue keeps a spare on both the 5 and 6 points for later development. Breaking the 2 point is a concession, but the hit is now protected rather than loose. Playing 6/1* 5/4 loses 0.114 equity, a BLUNDER. That alternative leaves the hit uncovered and adds a second home board blot when Blue can instead make immediate, secure attacking progress.

Unlimited Game - Position 2 of 10
How Should Blue Play 4-4?
Question board
Unlimited Game - Position 2 of 10
Answer: 13/9(2) 5/1*(2)
Answer board
PlayEquityDeltaW·GW·GL
13/9(2) 5/1*(2)BEST+0.799–65.0%·29.2%·5.8%
8/4(2) 5/1*(2)+0.782-0.01864.5%·30.9%·6.0%
13/9(2) 8/4(2)ERROR+0.732-0.06765.5%·21.4%·4.4%
20/16(2) 13/9(2)ERROR+0.730-0.06967.7%·13.8%·4.1%
W = Blue Win%; GW = Gammon Win%; GL = Gammon Loss%
Unlimited Game - Position 2 of 10
Reasoning

Blue should launch the attack while retaining builders for the next stage. Blue leads 155 to 159 pips, with an advanced anchor on the 20 point and White’s back checkers split between the 1 and 7 points. Play 13/9(2) 5/1*(2), making the 1 point on White’s checker and establishing the 9 point behind the 8 point. Blue gives up the 5 point, so the attack needs follow-up rather than an assumption that White is already trapped. The outside structure and the spare checkers on the 6 point provide that support. Playing 13/9(2) 8/4(2) loses 0.067 equity, an ERROR. It makes attractive points but leaves White’s checkers free to move instead of putting one on the bar under immediate pressure.

Unlimited Game - Position 3 of 10
How Should Blue Play 6-3?
Question board
Unlimited Game - Position 3 of 10
Answer: 13/10 9/3*
Answer board
PlayEquityDeltaW·GW·GL
13/10 9/3*BEST-0.251–45.8%·13.6%·22.2%
13/7 10/7ERROR-0.279-0.02846.0%·12.1%·22.6%
24/21 9/3*BLUNDER-0.365-0.11443.5%·11.9%·25.5%
9/3* 8/5BLUNDER-0.372-0.12143.0%·12.5%·23.8%
W = Blue Win%; GW = Gammon Win%; GL = Gammon Loss%
Unlimited Game - Position 3 of 10
Reasoning

Blue should attack White’s exposed inner checker while improving the supply of builders. Blue trails 175 to 151 pips with three checkers back, so an uncomplicated race is not the immediate goal. Play 13/10 9/3*, hitting on the 3 point while covering the blot on the 10 point. Blue keeps the 5 and 6 points and the spare on the 8 point, leaving useful material for continuing the attack if White misses. White’s checker on the 1 point remains another target, but the loose hit can still be returned. Making the bar point with 13/7 10/7 loses 0.028 equity, an ERROR. That quiet improvement gives White freedom to move both back checkers and develop the front position instead of answering an immediate attack.

Unlimited Game - Position 4 of 10
How Should Blue Play 6-1?
Question board
Unlimited Game - Position 4 of 10
Answer: 8/2* 6/5
Answer board
PlayEquityDeltaW·GW·GL
8/2* 6/5BEST+0.155–53.1%·18.1%·13.5%
11/5 6/5+0.148-0.00852.9%·17.3%·13.3%
24/23 11/5+0.140-0.01552.9%·16.4%·13.0%
24/18 6/5ERROR+0.107-0.04853.4%·13.6%·14.0%
W = Blue Win%; GW = Gammon Win%; GL = Gammon Loss%
Unlimited Game - Position 4 of 10
Reasoning

Blue should combine an immediate attack with securing the important 5 point. Blue trails only 164 to 160 pips, and White has split back checkers on the 1 and 2 points plus a blot on Blue’s 20 point. Play 8/2* 6/5, sending one checker to the bar and covering Blue’s own 5 point blot. Blue keeps the 8 point and a spare on the 6 point, so the attack does not consume the remaining building material. White must enter before moving another checker, which also interrupts the freedom to cover the 20 point blot. Simply making the 5 point with 11/5 6/5 loses only 0.008 equity. It is a close alternative, but the preferred play adds immediate pressure while securing the same key point.

Unlimited Game - Position 5 of 10
How Should Blue Play 4-1?
Question board
Unlimited Game - Position 5 of 10
Answer: 6/2* 2/1*
Answer board
PlayEquityDeltaW·GW·GL
6/2* 2/1*BEST-0.145–46.6%·13.0%·15.6%
13/8-0.160-0.01546.4%·12.1%·15.5%
24/23 24/20ERROR-0.176-0.03146.1%·10.6%·14.7%
24/23 13/9ERROR-0.196-0.05145.7%·12.2%·16.2%
W = Blue Win%; GW = Gammon Win%; GL = Gammon Loss%
Unlimited Game - Position 5 of 10
Reasoning

Blue should start an attack by sending both split back checkers to the bar. Blue trails 167 to 161 pips, and neither side has developed a second home board point, so the opportunity is temporary rather than a ready-made blitz. Play 6/2* 2/1*, using one checker to hit twice and leaving only the final blot on the 1 point. White must bring both checkers into play before moving other checkers, although doubles can still provide follow-up moves. Blue keeps the 8 point and the midpoint intact for future development. The quiet alternative 13/8 loses only 0.015 equity, so this is a close decision. The double hit is preferred for its immediate pressure, not because burying a checker on the 1 point is generally desirable.

Unlimited Game - Position 6 of 10
How Should Blue Play 3-1?
Question board
Unlimited Game - Position 6 of 10
Answer: 8/5 6/5
Answer board
PlayEquityDeltaW·GW·GL
8/5 6/5BEST+1.216–83.9%·61.0%·2.4%
14/11 8/7*+1.206-0.01083.1%·62.9%·3.0%
21/18 8/7*BLUNDER+1.120-0.09681.6%·58.6%·3.6%
8/7* 7/4BLUNDER+0.987-0.22978.5%·52.1%·3.6%
W = Blue Win%; GW = Gammon Win%; GL = Gammon Loss%
Unlimited Game - Position 6 of 10
Reasoning

Blue should strengthen the blitz by closing another entry point before chasing a second checker. Blue leads 117 to 147 pips, and White already has a checker on the bar against Blue’s four-point board. Play 8/5 6/5, making a five-point board from the 2 through 6 points and leaving the 1 point as White’s only entry. Blue still has a spare on the 3 point and outside material to bring home. Hitting with 14/11 8/7* is close, losing only 0.010 equity, but it leaves the 5 point open. The more disruptive 21/18 8/7* loses 0.096 equity, a BLUNDER. That play also breaks Blue’s defensive anchor instead of taking the strong, permanent improvement immediately available in the home board.

Unlimited Game - Position 7 of 10
How Should Blue Play 3-3?
Question board
Unlimited Game - Position 7 of 10
Answer: Bar/22 8/5(3)
Answer board
PlayEquityDeltaW·GW·GL
Bar/22 8/5(3)BEST+0.211–54.2%·22.4%·15.3%
Bar/22 13/4*BLUNDER-0.191-0.40244.1%·18.0%·25.8%
Bar/22 13/10(2) 6/3BLUNDER-0.245-0.45544.0%·12.6%·19.7%
Bar/22 8/5(2) 6/3BLUNDER-0.357-0.56741.5%·14.4%·25.2%
W = Blue Win%; GW = Gammon Win%; GL = Gammon Loss%
Unlimited Game - Position 7 of 10
Reasoning

Blue should prepare the blitz by making a strong inner point rather than hitting loose immediately. The race is level at 139 pips each, with White exposed on Blue’s 1 and 4 points and Blue already holding the 2, 3 and 6 points. Play Bar/22 8/5(3), entering and moving all three 8 point checkers onto the 5 point. Blue gains a four-point board and a spare on the new point, ready to support a later attack on the 4 point. Clearing the 8 point sacrifices outer control, but the resulting board is substantial. Playing Bar/22 13/4* loses 0.402 equity, a BLUNDER. That immediate hit leaves the 5 point empty and adds a loose checker instead of establishing a solid base for the attack.

Unlimited Game - Position 8 of 10
How Should Blue Play 5-2?
Question board
Unlimited Game - Position 8 of 10
Answer: 13/8 3/1*
Answer board
PlayEquityDeltaW·GW·GL
13/8 3/1*BEST+0.382–69.4%·15.4%·6.4%
20/13+0.368-0.01468.9%·13.3%·4.8%
20/15 3/1*+0.367-0.01570.4%·16.2%·11.1%
8/1*BLUNDER+0.292-0.09167.6%·15.2%·10.1%
W = Blue Win%; GW = Gammon Win%; GL = Gammon Loss%
Unlimited Game - Position 8 of 10
Reasoning

Blue should attack the last back checker while keeping enough structure to continue containment. Blue trails 113 to 84 pips, but White’s checker on the 1 point still faces Blue’s four-point prime from the 3 through 6 points. Play 13/8 3/1*, hitting with a spare and bringing the loose midpoint checker onto the 8 point. The prime and Blue’s anchor on the 20 point remain intact, so a return hit is dangerous without destroying every part of Blue’s position. If White misses, the spare on the 5 point can help cover the attacking blot. Playing 8/1* loses 0.091 equity, a BLUNDER. That version also hits, but breaks the 8 point and leaves the midpoint checker exposed instead of improving the support behind the attack.

Unlimited Game - Position 9 of 10
How Should Blue Play 4-1?
Question board
Unlimited Game - Position 9 of 10
Answer: 7/3* 3/2*
Answer board
PlayEquityDeltaW·GW·GL
7/3* 3/2*BEST+0.322–57.8%·20.1%·12.3%
7/6 7/3*BLUNDER+0.181-0.14154.6%·17.9%·13.2%
13/8BLUNDER+0.161-0.16055.0%·15.2%·13.6%
20/15BLUNDER+0.104-0.21853.4%·14.8%·14.5%
W = Blue Win%; GW = Gammon Win%; GL = Gammon Loss%
Unlimited Game - Position 9 of 10
Reasoning

Blue should switch from priming to attacking while two inner board targets are available. Blue trails 167 to 141 pips, but has three home board points and secure anchors on the 20 and 22 points. Play 7/3* 3/2*, sending both White checkers to the bar with a single attacking checker. The 7 point breaks, but the 4, 5 and 6 points remain made, giving the double hit a stronger base than a similar opening attack. White must enter both checkers before moving any other checker, buying Blue an opportunity to cover or develop. Playing 7/6 7/3* loses 0.141 equity, a BLUNDER. It removes the 7 point completely yet hits only once, leaving White’s 2 point checker available to strike back or improve.

Unlimited Game - Position 10 of 10
How Should Blue Play 3-2?
Question board
Unlimited Game - Position 10 of 10
Answer: 9/4
Answer board
PlayEquityDeltaW·GW·GL
9/4BEST+0.325–64.1%·23.2%·6.3%
9/7 9/6ERROR+0.291-0.03463.1%·22.0%·6.1%
13/11 13/10ERROR+0.269-0.05662.8%·19.9%·5.5%
13/8BLUNDER+0.241-0.08461.9%·19.6%·5.6%
W = Blue Win%; GW = Gammon Win%; GL = Gammon Loss%
Unlimited Game - Position 10 of 10
Reasoning

Blue should prepare an attack by slotting the gap in the home board. Blue trails 134 to 130 pips, with White’s lone back checker on the 2 point facing Blue’s made 3, 5 and 6 points. Play 9/4, putting a checker on the point that would join the existing inner structure. The slot is exposed, but White has only one made home board point and Blue retains the advanced anchor on the 20 point. Those facts make the risk more acceptable while the checkers on the 8 and 9 points can support a later cover. Playing 9/7 9/6 loses 0.034 equity, an ERROR. It redistributes material without occupying the critical gap, postponing the chance to turn the loose containment into a stronger attacking board.