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Match Play. 0-0 to 5. How should Red play 61?
24/23*, 22/16 is far too ambitious and leads to too many gammon losses.
Red’s game plan is counter-prime White. The best move to achieve that is 22/16, 6/5. This gives Red good timing and if the blot on the 5-pt is not hit he can hope to build a four-point prime next turn an subsequently extend it
Hitting and escaping is a double blunder. Anything else other than 22/16, 6/5 is at least a bad error. 22/16, 6/5 wins 40% of the time.
The key to this problem is finding the right game plan and then, if possible, executing it.