Here's a diagram of the opening position for visual reference:
score: 0 pip: 167 |
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| 1 point match | ||||||||||||||||
| pip: 167 score: 0 |
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| XGID=-b----E-C---eE---c-e----B-:0:0:1:00:0:0:0:1:10 | ||||||||||||||||
eXtreme Gammon Version: 2.19.211.pre-release
DMP openings fall pretty neatly into four categories:
1) The Pointers: 61, 31, 42, 53
No surprises here. Make the 7, 5, 4, and 3 points, respectively.
2) The Slotters: 51, 41, 21
Play down from the midpoint with the large die; slot the 5pt with the 1.
Note that 51 plays differently than for money, where it is correct to split.
3) The Runners: 65, 64
Run one back checker as far as possible. Note that 64 plays differently than for money, where most players prefer to split.
4) The Splitters: Everything else (i.e. 63, 62, 54, 52, 43, 32)
For 63, 62, and 32, the major split (large die up from the 24pt; small die down from the midpoint) is best.
For 54 and 52 the major split is not possible, so the minor split (large die down from midpoint; small die up from the 24pt) is "forced."
43 is the exception: the major split is possible, but the minor split (13/9 24/21) is best.
That's all there is to it. In future posts I'll be looking at adjustments that need to be made to these moves if your opponent plays first.
Update: I changed my mind. I had intended to do a post for each responding roll and discuss how it should be played at DMP. I've since realized that it's simpler to use XG to memorize the replies. Just set up a position with Op's opening move, then cycle through the dice and check the evaluation. Easy peasy. Once I get things under my belt, I may post some analysis of replies that are close or interesting, especially once I start contrasting DMP and money play.
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