German Open 5

Finale 1. Match of 3

11-Point Match

D. Schiemann (4)
Black needs 7
M. Hollederer (3)
White needs 8

Game #6

White on roll.

Cube action?!

Black has a lot of wasted pips in his board with his checkers on his ace- and deuce-point. Therefore in this position he doesn´t only trail the race by 3 pips (74-71). Just mentally put the checkers from the ace- and deuce-point back to make the four-point (to reach a similar position as White has) and Black´s bearoff position has almost the same value as the original position. So you see that there are five pips wasted in comparison to White´s position. Therefore the real pipcount is about 79-71, which indicates a double and a clear take.

But White still has some problems with his checker on the 16-point. White has to bring the checker home to safety or Black has to waste some more pips and afterwards, most of the time, White has a perfect double.

Correct cube action: No double - take.

14. doppelt auf 2

15. Take 5-4:8/3 8/4

 

Black to play 5-1.

Black must not volunteer shots against White´s 5-point board. Black minimizes his losses by wasting some other pips in his board: 6/1 6/5.

18/12 costs Black about 3.5% winning chances and White wins over 5% more gammons.

16.5-1:18/12 4-4:16/0

17.5-4:18/9 4-1:4/0 1/0

18.6-5:12/6 9/4 4-3:4/0 3/0

19.6-2:6/0 2/0 4-4:3x(6/2) 4/0

20.4-4:2x(6/2) 5/1 4/0 4-3:3/0 3/0

21.1-1:1/0 1/0 1/0 1/0 4-1:2/0 1/0

22.3-2:3/0 2/0 6-5:2/0 2/0

23.5-1:5/0 1/0 6-2:2/0 2/0

24.6-2:3/0 2/0 wins 2 points.

 

Game #7

D. Schiemann (4)

Black needs 7

M. Hollederer (5)

White needs 6

1. 6-5:24/13 5-2:13/8 24/22

2. 6-1:13/7 8/7 4-1:13/9 22/21

3. 6-3:24/15 4-1:24/20 21/20

4. 6-2:15/7 6-5:13/7 9/4

5. 5-5:13/3 2x(13/8) 3-1:8/5 6/5

 

Black on roll.

Cube action?!

White, leading the race by 23 pips, has too much time to clear his midpoint with the help of his two outfield points. Correct cube action: Double - pass.

 

6. double to 2 Pass

wins 1 point.

 

Game #8

D. Schiemann (5)

Black needs 6

M. Hollederer (5)

White needs 6

1. 5-2:13/8 13/11 4-4:2x(24/20)

2x(13/9)

2. 3-3:2x(24/21) 11/8 5-1:13/8 6/5

6/3

3. 4-2:8/4 6/4 6-2:13/5

4. 5-3:8/3 6/3 6-4:13/3

5. 4-3:13/6 6-2:8/2 3/1

6. 5-3:21/13 4-4:3x(8/4)* 6/2

7. 6-5: dancing

 

White on roll.

Cube action?!

Only 4-2 and 6-4 don´t improve the position significantly. Afterwards Black has to hit the checker on the 24-point to keep his chances. This small risk White has to take. He should play on because he wins so many gammons after the other sequences of rolls.

Correct cube action: No double - pass.

 

7. double to 2

8. Pass wins 1 point

 

Game #9

D. Schiemann (5)

Black needs 6

M. Hollederer (6)

White needs 5

1. 3-1:8/5 6/5

2. 4-4:2x(13/5) 3-2:13/10 13/11

3. 4-1:13/9 24/23 6-1:8/2* 2/1*

K: 24/18 11/10 is more solid.

 

4. 4-1:Bar/21 Bar/24* 5-1:Bar/24 13/8

 

Black on roll.

Cube action?!

White has three checkers on the opponent´s ace-point and Black threatens to send a fourth man back with some rolls. Black has to double this volatile position.

The boards are equally strong, Black can miss the blots and White has counter play enough to justify a take after an offered double by Black.

Correct cube action: Double - clear take.

5. double to 2 Take

6. 4-3:21/14* 4-3:Bar/21 24/21

7. 5-3:14/9 24/21 4-2:8/4* 6/4

8. 3-1:Bar/22 6/5 3-1:6/3* 10/9

9. 5-5: dancing 3-1:24/21 9/8

10.3-3:Bar/22* 8/5 6-5: dancing

6/3

11.6-2:22/14 6-3: dancing

12.5-1:14/8 3-1:Bar/24 8/5

13.5-4:13/8 13/9 3-1:13/10 8/7

14.4-1:8/3 2-1:5/3 10/9

15.4-1:

 

Black to play 4-1.

White´s structure in the offensive isn´t strong yet. Move by move White´s board will improve. After the chicken play 8/3 Black´s position is ugly and inflexible. Black still has to make his 2-point and this isn´t easy after 8/3. White can expect getting a lot of shots in the furure after 8/3. But if Black plays 9/5 3/2 and starts the deuce-point immediately, White´s hits don´t hurt Black that much because Black has six blots scattered around the board after 24/23* and he has to give up the 24-point. This hit can swing back right into White´s face. After Black has made the deuce-point it will be much easier to bring home the position without leaving many shots.

Clearly best play: 9/5 3/2.

15.4-1:8/3 4-3:7/3 13/10

16.6-5:8/2 8/3 2-2:10/4 9/7

17.5-4:9/5 3-2:21/18 7/5

18.5-5: dancing 6-4:18/8

19.5-1:9/3 6-4:8/2 5/1

20.3-1:9/6 3/2 6-6:2x(21/9)

21.4-1:5/0 4-2:9/5 4/2

22.4-1:5/0 5-1:9/3

23.6-4:6/0 6/2 5-3:24/19* 24/21

24.2-1:Bar/24* 5/3 6-2:Bar/19 3/1*

25.6-3: dancing double to 4

 

Three born off checkers are not enough to take an offered double.

wins 2 points.

Game #10

D. Schiemann (5)

Black needs 6

M. Hollederer (8)

White needs 3

1. 2-1:13/11 6/5 3-2:13/10 13/11

2. 5-3:13/5 5-1:10/5 6/5

3. 6-4:24/14* 5-5: dancing

 

Black on roll.

Cube action?

Black has only one man back while White, standing on the bar, has three checkers back. Black threatens to make an additional point or to escape with his back checker. Therefore Black should double.

Both boards with two points made are equally strong and White still has the possibility to get an advanced anchor or to get counter play against Black´s back man.

White has a clear take after an offered double in a money game, but at the actual match score (White needs only three points to win the match) he has only a marginal take/pass decision because he can rarely offer a redouble.

Correct cube action: Double - marginal take/pass.

4. doppelt auf 2 Take

5. 6-3:14/5 6-4:Bar/15

6. 1-1:11/10* 6/4 5/4 5-4: dancing

7. 3-2:8/5 13/11 5-3:Bar/22 6/1*

8. 4-3:Bar/21 6/3* 5-3:Bar/22* 6/1

9. 4-3:Bar/21 11/8 6-4:24/18 22/18

10.3-2:10/5 6-5:24/13

11.5-4:8/3 5/1 6-3:13/7 8/5

12.6-1:8/1 2-1:8/6 8/7

13.3-1:8/4 5-3:13/5

14.5-2:21/16 5/3 5-2:6/1 5/3

15.5-3:16/8 3-2:5/2 3/1

16.5-2:8/3 4/2 6-6:2x(13/1)

17.5-1:21/16 3/2 5-2:7/2 7/5

18.5-3:16/8 2-1:18/17* 17/15

19.6-2: dancing 4-1:15/11 18/17

20.6-4:Bar/21 13/7 6-4:17/11 5/1

21.4-4:13/1 7/3 3-2:11/6

22.4-3:21/14* 5-5: dancing

23.5-4:14/5 5-3: dancing

24.4-3:5/1 3/0 4-1: dancing

25.6-2:6/0 6/4 6-4:Bar/15

26.2-2:4/0 2/0 2/0 6-2:15/7

27.5-1:5/0 1/0 2-2:7/5 6/4 2/0 2/0

28.5-4:5/0 4/0 6-2:6/0 5/3

29.5-4:4/0 3/0 4-2:6/0

30.5-5:3/0 1/0 1/0 1/0

wins 2 Points.

 

Game #11

D. Schiemann (7)

Black needs 4

M. Hollederer (8)

White needs 3

1. 5-3:8/3 6/3 3-2:13/10 13/11

2. 6-2:24/18 13/11 6-5:13/7* 6/1*

3. 6-3:Bar/22 2-2:11/9 7/3* 3/1

4. 6-6: dancing

 

White on roll.

Cube action?!

This is a position we can learn a lot from. At the score "Black needs 4 and White needs three", Black has about 32% match winning chances if he passes an offered double.

Black can accept blitz positions to about 29% winning chances, because he has to redouble if he has some market losers (winning chances >60%) with about 40% winning chances and he keeps 18% match winning chances by losing a single game.

But the more interesting problem is to answer the question "When should White double a blitz position?".

Here the answer is: Never!

As long as Black can take an offered blitz double White is not strong enough, and as soon as Black has to pass an offered blitz double White is too well off to double!

In the problem position Black has about 33% winning chances. Therefore the correct cube action is: no double - take.

4. double to 2

5. Pass wins 1 point.

 

Game #12

D. Schiemann (7)

Black needs 4

M. Hollederer (9)

White needs 2

1. 5-3:8/3 6/3 4-2:8/4 6/4

2. 4-4:2x(24/20) 6-5:24/13

2x(13/9)

 

Black on roll.

Cube action?!

Black leads the race by 7 pips, owns the golden anchor and has the chance to win some gammons by attacking White´s back checker.

This is no doubling advantage in a money game, but at the actual match score (Black needs 4 and White needs 2) White has only a marginal take after an offered double by Black, because Black wins the match by winning a gammon, White´s gammon wins have no additional value and White can´t use the cube any more.

If one black checker on the midpoint was on the 11-point, White would have to pass a double offered by Black!

Correct cube action: Double - narrow take

3. double to 2 Take

4. 5-3:13/8 6/3 3-3:3x(13/10) 6/3

5. 6-3:13/7 13/10

 

The direct way to win the game is 20/11.

5. 6-6:24/18* 18/12

2x(13/7)

6. 3-1:Bar/22* 10/9 4-4:Bar/21 12/8

2x(7/3)*

7. 6-5:Bar/14 3-1:13/10 21/20

8. 3-3:14/5* 8/5 4-1:Bar/24 10/6

9. 5-3:9/1* 3-2:Bar/23 6/3

10.6-4:8/2* 6/2 4-2:Bar/21 10/8

11.3-1:8/4* 5-4:Bar/21* 8/3

12.5-4:Bar/16 5-1:10/9* 9/4

 

Black to play 4-2.

In a money game Black has to keep the anchor because he loses fewer gammons (about 16% less) with the security of an anchor. At the actual match score, however, he doesn´t need to worry about the gammon losses any more. He just has to win and to maximize his gammon winning chances.

Bar/23 20/16 sets the board on fire. Black is able to win 2% more games and can score almost 6% more gammons.

Clearly best play: Bar/23 20/16.

13.4-2:Bar/23 5/1 6-4:21/15 10/6

14.4-3:9/5 23/20 4-3:15/8

15.2-1:9/6 6-3:8/2 4/1

16.6-3:20/11 3-2:8/3

17.6-1:11/4 2-2:2x(8/6) 3/1 2/0

18.6-2:20/12 2-1:3/0

19.6-3:20/11 6-6:6/0 6/0 6/0 6/0

20.5-1:12/6 4-2:6/0

21.3-1:11/7 5-2:6/0

win 2 Points and the

1. Match.

 

 

Snowie´s statistics of the 1st match

Move errors

Cube errors

Hollederer: 0,74% 2,7
Schiemann: 0,64% 3,8

 

2nd 11-Point Match

 

Spiel #1

M. Hollederer (0)

Black needs 11

D. Schiemann (0)

White needs 11

1. 6-1:13/7 8/7

2. 4-3:24/20 13/10 2-1:7/5* 6/5

3. 6-5: dancing

 

White on roll.

Cube action?!

This is only a draft! The magazine has 106 pages!


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Erstellt: akspiele OHG   Copyright by Harald Johanni, Nürnberg
Zuletzt geändert am: 08. Feb. 2000