Match Play. 0-0 to 5. Should Red double? If doubled, should White take?
A classic middle game double and take. Red has the advantage but still has two rear checkers and White has no weakness other than his own rear checker which is threatening to escape with a six.
Red wins 28% gammons (hens the double) but White wins the game 35% of the time. Not doubling is a blunder while dropping is worse than a double blunder.
Getting the doubling decisions correct in positions like this is fundamental to successful match play.