(Green) vs. (White)
15 point Match
Match to 15. Score Green-White: 0-0




Pip: 135
Game 1
15 point match

Green-White:
Score 0-0
Pip: 146
#PlyMoveEquity
1R13/9(2)-0,395
   95% confidence interval:
- money cubeless eq.: -0,284 ±0,015.
Rollout settings:
Truncated rollout, depth 11,
288 games (equiv. 25202 games),
played 2-ply (precise),
random seed, with race database.
2R13/5-0,549 (-0,155)
   95% confidence interval:
- money cubeless eq.: -0,394 ±0,013.
Rollout settings:
Truncated rollout, depth 11,
288 games (equiv. 28149 games),
played 2-ply (precise),
random seed, with race database.
3R11/3-0,610 (-0,215)
   95% confidence interval:
- money cubeless eq.: -0,424 ±0,019.
Rollout settings:
Truncated rollout, depth 11,
144 games (equiv. 15584 games),
played 2-ply (precise),
random seed, with race database.
4113/11 11/9(2) 8/6-0,748 (-0,353)
5113/11(3) 11/9-0,756 (-0,361)
Alert: Blunder (0,180)

Cube action
Making the five-prime and leaving four (!) blots strewn around and 25 [including 6-6] hits by White, is actually "more than you think" in this position. The long term value of the five-prime (whatever happens, White will have eventually to lap over it, which won't be an easy task, as sixes do not grow on trees), deters White from doubling [if he did, it would be a big mistake]. After the second-best play [13/5], White has a marginal double and easy take. The third-best play [11/3] is worse putting a checker past the opponent's anchor in exchange for a small gain (two fewer shots in the outfield).
This file has been generated bySnowie Professional Edition Version 4.7.1, a product of SnowieGroup SA
Output date: 5:59:23 ðì, 24/2/2010(Export v2.10)