Finale Super-Jackpot

11-Punkte Match
Game #7

Levermann (4) D. Ekmark (6)
(Black needs 7) (White needs 5)
1. 5-3:8/3 6/3 2-1:24/23 13/11
2. 6-3:24/18 13/10 4-4:24/20 11/7* 2x(13/9)

K: Making the 2-point instead of the 9-point puts more pressure on Black.

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

Black on roll.

Cube action?!

K: With only five rolls Black can´t make the 5-point, else he owns a 3-point board while White has built up no point up to now. White is on the bar and Black has the chance to throw another checker back.

However, White is able to win almost a third of the games, he loses a lot of gammons, because he is no longer able to often make a lot of creative moves in this game while Black is attacking his checkers.

In a game for money the position is a small take. White, leading the match, has a higher takepoint than in a money game. Therefore he should pass an offered double.

Correct cube action: Double - pass.

4. doppelt auf 2 Take
5. 2-1:13/11 6/5 6-1:Bar/24 13/7
6. 6-2:

Black to play 6-2.

K: Black should try to fight with the highest possible number of men against White´s lonely back checkers. The mid field is the property of the Black checkers at the moment. This situation should continue. After escaping with one checker through 23/15 Black most likely has to leave only with his last checker to play with all his men from the 15- to the ace-point against White´s lonely ones.

White´s prime is strong only, if there are a lot of black checkers behind.

After 10/2* there are no promising prospects for improving the position. After a hit Black has three men behind White´s prime and if White misses, Black is forced to cover the not really valuable deuce-point.

Best play: 23/15.

6. 6-2:10/2* 6-6: dancing
7. 4-3:24/20 23/20 5-5: dancing
8. 3-1:13/10 13/12* 3-2:Bar/23*
9. 5-4:Bar/20 13/9

K: A little bit loose. Bar/20 10/6 creates one more builder for the 2-point and leaves no shots.

9. 5-4:Bar/16*
10. 6-3:Bar/22 8/2*

K: Black should try to keep the outfield control. Bar/22 20/14 is best. Hitting on the 2-point (8/2*) turns a former solid position into a mess with six blots.

10. 3-2:Bar/23* 16/13*
11. 5-4:Bar/20 Bar/21 5-1:23/17*
12. 6-5:Bar/14 5-1:

White to play 5-1.

K: White has got plenty black checkers behind his prime. He must not take any risk in order to throw another black checker behind his prime (17/11*). 17/12 13/12 keeps a racing lead of 52 pips, takes control of a part of the outfield and leaves only one checker in the opponent´s board.

Best play: 17/12 13/12.

12. 5-1:17/11*
13. 4-2: Bar/21 10/8 6-2:24/18 13/11
14. 6-4:11/7* 21/15 5-3: dancing
15. 4-1:22/21 15/11

K: It´s more important to make the bar (8/7) than to make the opponent´s 4-point.

15. 5-2:Bar/18*
16. 2-1:Bar/23 8/7* 6-1:Bar/18*
17. 5-1:Bar/24 20/15 6-3:18/9
18. 6-2:

Black to play 6-2.

K: Black should keep control of White´s home board as well as he can. The checkers on the 24- and the 23-point prevent White from bearing in his checkers over Black´s blocks without any danger.

Black´s back checkers have the aditional merit to enable Black to make the 23-point with an ace. Afterwards White´s job of bearing in safely gets more and more difficult.

Almost equally strong are the best plays 15/9 11/9 and 15/7.

18. 6-2:23/15 2-2:2x(11/7)
19. 6-1:20/14 11/10 5-2:8/1*

K: 9/7 6/1* strips the point White wants to clear next.

20. 4-3:Bar/22 15/11 5-1:9/8 6/1
21. 5-5:15/10 14/4 11/6 1-1:9/8 9/6
22. 2-1:10/9 6/4 4-3:7/3* 6/3
23. 5-1:Bar/20 9/8 5-1:8/3 8/7
24. 5-2:20/13 5-1:8/3 8/7
25. 2-2:13/7 10/8

White on roll.

Cube action?!

K: Black can accept a redouble to 4 till he has at least about 18% winning chances because he has a very powerful redouble to 8. White´s takepoint for this 8-cube is about 35%!

Therefore White should wait with doubling until he has about 82% winning chances. White owns these 82% winning chances, after Black has given up one point in Black´s board, and Black has only two checkers left on the bar-point while he has still four checkers on the 6-point. If there is only one of these checkers on the 6-point missing, Black´s winning chances increase by over 5% and White still has no double like in the problem position. Black has a little less than 25% winning chances in the problem position.

Correct cube action: No double - take.

25. doppelt auf 4
26. Take 5-1:7/2 3/2
27. 6-4:8/2 7/3 3-2:6/1
28. 6-2:8/2 3/1 4-2:7/1
29. 6-4:20/10 5-1:7/1
30. 5-2:10/3 6-5:7/1 7/2
31. 4-1:21/16

K: If White had not redoubled already, this would be the right moment to redouble to 4.

31. 6-3:6/off 3/off
32. 4-2:16/12 3/1 3-2:3/off 2/off
33. 5-1:12/6 5-5:2x(6/1) 3/off 2/off
34. 6-1:21/14 1-1:4x(1/off)
35. 6-4:20/10 6-6:2/off 3x(1/off)
36. 6-2: wins gammon, 5 points and the match.

Final score:

Levermann (4) D. Ekmark (11)

Snowie´s statistics of the match

Move errors Cube errors å
Levermann: 0,53% 6,7 0,85%
D. Ekmark: 0,86% 2,5 0,62%

Snowie commentary: Levermann has played at an advanced level. Ekmark has played at an expert level.

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