Clearing the 10pt is more dangerous that clearing the bar point. When you clear the 10pt, 64, 55 and 44 leave direct shots immediately, and there is the danger of leaving a direct shot later, if you roll a couple of 5s while waiting to clear the 7pt. Even at DMP, where gammons do not count, clearing the bar point is the better play.
When gammons do count, you have an even stronger incentive to clear the 7pt. The sooner you bring your checkers home, the sooner you can bear them off.
Look what happens when you add a third checker to the 7pt. The next turn is spent bringing that 3rd checker in (and presumably moving another checker inside). The turn after, if you are lucky enough not to roll a 5, you can clear the 7pt. Of course, 30% of the time you will roll a 5, and then you will be looking for safe ways to play in your inner board. Two 5s in a row will be awkward, but perhaps you can survive even that. Finally, three or four rolls downstream, you can begin the bear off.
Clearing the 7pt now simplifies the bear in. Afterwards, 11 rolls clear the 10pt safely on the first attempt. Almost a third of the time, then, you will begin bearing off two turns from now. 61, 62 and 63 force you to leave an indirect shot, but so what? We have already seen that clearing the bar point is the much greater risk.
In the rollout below, clearing the bar point wins an extra 2% of all games, with an extra 7% of all games ending in a gammon victory.
Code:
XGID=-AcBBBDB--B-b----d-db-----:1:-1:1:43:0:0:3:0:10
X:Player 1 O:Player 2
Score is X:0 O:0. Unlimited Game, Jacoby Beaver
+13-14-15-16-17-18------19-20-21-22-23-24-+
| O | | O O | +---+
| O | | O O | | 2 |
| O | | O | +---+
| O | | O |
| | | |
| |BAR| |
| | | |
| | | X |
| | | X O |
| O X X | | X X X X O |
| O X X | | X X X X O X |
+12-11-10--9--8--7-------6--5--4--3--2--1-+
Pip count X: 83 O: 161 X-O: 0-0
Cube: 2, O own cube
X to play 43
1. Rollout¹ 7/4 7/3 eq:+0.9865
Player: 81.67% (G:42.36% B:2.00%)
Opponent: 18.33% (G:0.71% B:0.02%)
Confidence: ±0.0035 (+0.9830..+0.9899) - [100.0%]
Duration: 15 minutes 15 seconds
2. Rollout¹ 10/3 eq:+0.8744 (-0.1120)
Player: 79.69% (G:36.67% B:1.42%)
Opponent: 20.31% (G:1.09% B:0.03%)
Confidence: ±0.0037 (+0.8707..+0.8782) - [0.0%]
Duration: 14 minutes 12 seconds
3. Rollout¹ 10/7 10/6 eq:+0.8518 (-0.1347)
Player: 79.37% (G:34.90% B:1.17%)
Opponent: 20.63% (G:0.86% B:0.03%)
Confidence: ±0.0032 (+0.8486..+0.8550) - [0.0%]
Duration: 13 minutes 45 seconds
¹ 5184 Games rolled with Variance Reduction.
Dice Seed: 67221381
Moves: 3-ply, cube decisions: XG Roller
Rollout by Taper_Mike
2012-Jun-25
eXtreme Gammon Version: 2.03
Flashcard PositionID 000600.xgp