Red needs to clear his mid-point to bring the game home. 13/10(3) doesn’t work because there is no sensible fourth three.
8/5(2), 8/2 is pretty but still leaves Red with the problematic mid-point. 8/5(2), 4/1(2)* is fine for one roll but still the mid-point problem hasn’t been solved.
The solution is that Red needs to steal a tempo with 4/1(2)* and then play 13/10(2). This solves the main problem and only leaves 4 return numbers. Even then White has two home board blots.
As you can see from the rollout 13/10(2), 4/1(2)* is clearly the correct move.
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