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Match Play. Red leads 2-0 to 7. How should Red play 22?
An easy one to start the week. 5/1(2) keeps a four-point board but risks disaster on the next roll if the rear checker can’t escape. 5/1(2) is very nearly a quadruple blunder.
6/4(2), 5/3(2) allows Red to concentrate on his prime objective, freeing the rear checker. Red wins more game and more gammons after 6/4(2), 5/3(2).