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Unlimited Games. How should Red play 63?
Red has already doubled so must win the game with his checker play. His 21-pt anchor allows him to take liberties. That anchor won’t be touched until the battle on Red’s side of the board has been resolved.
13/7* for the six is clear. 9/6 for the three is far too weak and 7/4 is unnecessary. 8/5 looks reasonable but the 8-pt is part of Red’s potential prime. As Sherlock Holmes said: “when you have eliminated the impossible, whatever remains, however improbable, is the truth”.
This is leaves us with 13/10, 13/7* which is the correct move by a long way. If White does manage to hit a Red checker, then there will be multiple return shots and Red is in no danger because of the 21-pt anchor. 13/7*, 8/5 is the second-best play but still a bad error.