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Bill Robertie

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When to Break a 6-Prime

White – Pips 32 (-96)

Black – Pips 128 (+96)
Black to Play 4-5
In our blog post of November 15 we discussed the various stages of a containment game, and outlined some rules for guiding your play. Leading off the rules was an important one: Don’t break your 6-prime!

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Running off an Anchor

White – Pips 67 (-22)

Black – Pips 89 (+22)
Black to Play 5-3

One-way holding games are, for the most part, pretty easy to play. You hold onto your anchor, watch your opponent try to clear points, wait for a shot, and then hopefully hit it. Alternatively, you roll a 6-6 or 5-5 somewhere in this process and move into a race where you’re close to even or maybe a little ahead.

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Playing a Random 6 from the Bar

White – Pips 168 (=)

Black – Pips 168 (=)
Black to Play 6-2

This position shows a typically awkward moment in the early game. Black’s game is temporarily a little loose, and now he throws a 2-6 from the bar.

Sometimes a six from the bar will allow us to do something obvious and good, like hitting a blot or building a point. When we can’t do anything good, we’re usually faced with a choice among several unappetizing alternatives. That’s the case here. We have four legal sixes: 8/2, 13/7, 21/15, and 22/16. None look great, but we have to pick one. Let’s set up some guidelines and see if they can lead us to the least unappealing six.

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Playing a Busted Back Game

White – Pips 77 (-109)

Black – Pips 186 (+109)
Black to Play 6-2
In this position Black finds himself at the tail end of an ace-deuce back game. Things seemed promising for a while, then not so good, then downright awful. Now, with seven men trapped behind a full prime and his board completely shot, Black has a 6-2 to play.

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