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43 Cards in this Set

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If the opponent has split with the 6 make the 7-point on his head
If the opponent has split with the 6 make the 7-point on his head
24/21(2), 8/5(2) is often right
Opponent plays the good two down tries: 32D or 43D (you have return shots galore if hits you with a seven)
33's. Never waste three 3's to hit on opponent's 10 point.
24/21(2), 8/5(2) is often right
Opponent plays the good two down tries: 32D or 43D (you have return shots galore if hits you with a seven)
33's. Never waste three 3's to hit on opponent's 10 point.
The wipeout play 8/5(2), 6/3(2) when opponent runs, leaves an outfield blot, and you miss: as with 62R or 64R
The wipeout play 8/5(2), 6/3(2) when opponent runs, leaves an outfield blot, and you miss: as with 62R or 64R
The default play 33B – Both is best when there is nothing better.  Against (1,3) splitting plays which don't hit: 43Z, 21S, 41S, 51S, 32S
If the opponent has split and you cannot hit, or he has made a point, then play 24/21 (2) 13/10 (2)
The default play 33B – Both is best when there is nothing better. Against (1,3) splitting plays which don't hit: 43Z, 21S, 41S, 51S, 32S
If the opponent has split and you cannot hit, or he has made a point, then play 24/21 (2) 13/10 (2)
33C – Cross - 24/21(2), 8/5(2) is often right opponent plays a reasonable slot and you miss: 21$, 41$, 51$

Against the $'s (5pt slots), it is prudent to anchor in anticipation of Opp's quick-developing prime, and for the other two 3s, it is a ...
33C – Cross - 24/21(2), 8/5(2) is often right opponent plays a reasonable slot and you miss: 21$, 41$, 51$

Against the $'s (5pt slots), it is prudent to anchor in anticipation of Opp's quick-developing prime, and for the other two 3s, it is a great opportunity to make the strongest inside point. That is, C (Cross, 24/21* 8/5*(2)) is the indicated reply. Under other circumstances paying off to 7s (24/17*) is too expensive, but as Neil and David have noted, the richness of return shots (despite some 5 duplication) causes C to rise to the top. The frequently played B is a mistake.
54D: build the board and confront the super builder on the 9 point, and because the extra checker on the 8 point without leaving any blots.
Duplikálja a lépés a 4eseket, és a 3 pont pedig blokkolja a 2eseket.
54D: build the board and confront the super builder on the 9 point, and because the extra checker on the 8 point without leaving any blots.
Duplikálja a lépés a 4eseket, és a 3 pont pedig blokkolja a 2eseket.
33N – Near - 13/10(2)*, 6/3(2) squeezes the most equity out when you hit 63R
GS: 24/21(2), 13/10*(2)
33N – Near - 13/10(2)*, 6/3(2) squeezes the most equity out when you hit 63R
[GS: 24/21(2), 13/10*(2)]
33A – Attack - The wipeout play 8/5(2), 6/3(2) when opponent runs, leaves an outfield blot, and you miss: as with 62R or 64R
33A – Attack - The wipeout play 8/5(2), 6/3(2) when opponent runs, leaves an outfield blot, and you miss: as with 62R or 64R
The default play 33B – Both - 24/21(2), 13/10(2) is best when there is nothing better
The default play 33B – Both - 24/21(2), 13/10(2) is best when there is nothing better
When your opponent makes an inner board point on the opening roll [31 42 53 64] and you respond with doublets that allow you to advance your anchor do so. This does not apply to double aces.
When your opponent makes an inner board point on the opening roll [31 42 53 64] and you respond with doublets that allow you to advance your anchor do so. This does not apply to double aces.
33A – Attack - The wipeout play 8/5(2), 6/3(2) when opponent plays the clumsy 2-down play 52D
33A – Attack - The wipeout play 8/5(2), 6/3(2) when opponent plays the clumsy 2-down play 52D
It is also right to build the board 8/5(2), 6/3(2) when opponent blocks your 3's with 42P
It is also right to build the board 8/5(2), 6/3(2) when opponent blocks your 3's with 42P
13/3(2) unless the guy splits, in which case you blitz with A - 8/3(2), 6/1(2).
13/3(2) unless the guy splits, in which case you blitz with A - 8/3(2), 6/1(2).
GG
Point on head.
Point on head.
This the only play where making the 2-point is correct GS: 24/20(2), 13/9(2)
This the only play where making the 2-point is correct [GS: 24/20(2), 13/9(2)]
Hit on outside and make a new point on your side of the board
Hit on outside and make a new point on your side of the board
Hit on outside and make a new point on your side of the board
Hit on outside and make a new point on your side of the board
This the only play where making the 2-point is correct is 41S-44
This the only play where making the 2-point is correct is 41S-44.
Don't hit on 43D. Better to jump up so you can't get primed, while also starting offense on your side
(GG-nál ütni, DMP: 24/16*(2))
Don't hit on 43D. Better to jump up so you can't get primed, while also starting offense on your side
[GG-nál ütni, DMP: 24/16*(2)]
GS
GS
GG
GG
24/20* hitting is correct against 41 Slot (but not 21 Slot).  The plays are close in both cases. The difference has to do with how opponent's sixes play.
24/20* hitting is correct against 41 Slot (but not 21 Slot). The plays are close in both cases. The difference has to do with how opponent's sixes play.
24/22, 6/5(2) against 31 point to fight against gathering prime (but not 42 point).
Against 42 Point, Making two points with 8/7(2), 6/5(2) is the better play but it's close.
Against 31 Point, Splitting with 24/22, 6/5(2) is the better play.
(M...
GS
24/22, 6/5(2) against 31 point to fight against gathering prime (but not 42 point).
Against 42 Point, Making two points with 8/7(2), 6/5(2) is the better play but it's close.
Against 31 Point, Splitting with 24/22, 6/5(2) is the better play.
(Match play, nem GS, csak 0,003-al jobb)
GS
24/22, 6/5(2)* against 54 split and 43 split. (good to split when opponent on bar or when loose blot in outfield)
24/22, 6/5(2)*
Upside: Spitting puts more pressure on the outfield blot
Downside. 3-3 is a bone crusher.8/7(2), 6/5(2)*.
8/7(2) 6...
24/22, 6/5(2)* against 54 split and 43 split. (good to split when opponent on bar or when loose blot in outfield)
24/22, 6/5(2)*
Upside: Spitting puts more pressure on the outfield blot
Downside. 3-3 is a bone crusher.8/7(2), 6/5(2)*.
8/7(2) 6/5*(2)
Upside: None
Downside: Getting hit with a 7 on six rolls.
Therefore, 24/22, 6/5(2)* is correct.
Always hit blot in the opponent's home board.
a. 21$-11 is the only exception. 8/7(2), 6/5(2) is slightly better. Reason is opponent's good sixes.
51$-11 is also an exception.
Always hit blot in the opponent's home board.
a. 21$-11 is the only exception. 8/7(2), 6/5(2) is slightly better. Reason is opponent's good sixes.
51$-11 is also an exception.
If opponent splits with an ace or deuce. Don't leave a direct shot on the 8-point.
If opponent splits with an ace or deuce. Don't leave a direct shot on the 8-point.
MOTIVATION to split is less with a fourth guy on the 8-point.
MOTIVATION to split is more with a loose blot on the outfield.
It is a great time to split when opponent is on the bar.
MOTIVATION to split is less with a fourth guy on the 8-point.
MOTIVATION to split is more with a loose blot on the outfield.
It is a great time to split when opponent is on the bar.
Hit the slot and make an inner point 24/20*, 6/4(2) is a great start against the slotting plays 21$, 41$, 51$, 62$
Hit the slot and make an inner point 24/20*, 6/4(2) is a great start against the slotting plays 21$, 41$, 51$, 62$
Opponent makes an inner board point with 64P, 42P, 31P (Impossible against 53P and not necessary against 61P since you have the better offense).
Opponent makes an inner board point with 64P, 42P, 31P (Impossible against 53P and not necessary against 61P since you have the better offense).
The only second roll where you hit in the outfield with double twos is after your opponent splits with an opening 64.
GS-24/20(2),

It is generally wrong to 'waste' double twos by hitting in the outfield because you pass up on unstacking points...
The only second roll where you hit in the outfield with double twos is after your opponent splits with an opening 64.
[GS-24/20(2)]

It is generally wrong to 'waste' double twos by hitting in the outfield because you pass up on unstacking points, making strong offensive or defensive points, but here is not your standard position. There's a combination of things going on here that makes it clearly correct to hit in the outfield. The first thing is the strenght of the 9pt builder. Commit that to memory. The 9pt builder provides the most point making numbers for the points one wants to make most, the five point, the four point, and the bar point.
GG
GG
GG - Play 22N rather than the defensive E on many rolls (31P, 32D, 41S, 42P, 43D, 54D [very close], 64P). It is interesting to note that for money, 22H is the correct response to 64S. But, at GG, it is correct to eschew the hit and play N. Hitting...
GG
Play 22N rather than the defensive E on many rolls (31P, 32D, 41S, 42P, 43D, 54D [very close], 64P). It is interesting to note that for money, 22H is the correct response to 64S. But, at GG, it is correct to eschew the hit and play N. Hitting is not always the most aggressive play.
64S-22 g[N H3]
Advance the anchor and make an inner point 24/22(2), 6/4(2) when…
a. Opponent makes an inner board point with 64P, 42P, 31P (Impossible against 53P and not necessary against 61P since you have the better offense).
31P- GG 13/11(2), 6/4(2)
61P...
Advance the anchor and make an inner point 24/22(2), 6/4(2) when…
a. Opponent makes an inner board point with 64P, 42P, 31P (Impossible against 53P and not necessary against 61P since you have the better offense).
31P- GG 13/11(2), 6/4(2)
61P, 42P - GS 24/20(2)

Rule: When your opponent makes an inner board point on the opening roll [31 42 53 64] and you respond with doublets that allow you to advance your anchor do so. This does not apply to double aces.

After your opponent opens with the point making 31 or 42 is that you are worried about getting hemmed in as he has made a good offensive point. You are already able to anchor up significantly reducing your gammon losses and also stopping your opponent's game plan of priming you in dead in its tracks. Shown below is the rollout of a 22 to play after your opponent's opening 42.
Advance the anchor and make an inner point 24/22(2), 6/4(2) when…
a. Opponent makes an inner board point with 64P, 42P, 31P (Impossible against 53P and not necessary against 61P since you have the better offense).
GG
Advance the anchor and make an inner point 24/22(2), 6/4(2) when…
a. Opponent makes an inner board point with 64P, 42P, 31P (Impossible against 53P and not necessary against 61P since you have the better offense).
[GS - 24/20(2)]
[GS - 24/20(2)]
Opponent brings two builders down with 32D, 43D, 54D (but not 52D, which is a clumsy attacking role. Note you put direct pressure on the blot six pips away versus 43D and 54D)
32D, 43D - GS 24/20(2)
Opponent brings two builders down with 32D, 43D, 54D (but not 52D, which is a clumsy attacking role. Note you put direct pressure on the blot six pips away versus 43D and 54D)
[32D, 43D - GS 24/20(2)]
GS - 24/20(2)
[GS - 24/20(2)]
Advance the anchor and make an inner point 24/22(2), 6/4(2) when opponent splits with 41S. (I think this is a nice balance of offense and defense, making an inner point and putting pressure on the blot six pips away)
GS-nél is ugyanolyan jó, mi...
Advance the anchor and make an inner point 24/22(2), 6/4(2) when opponent splits with 41S. (I think this is a nice balance of offense and defense, making an inner point and putting pressure on the blot six pips away)
[GS-nél is ugyanolyan jó, mint a 24/20(2)]
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