If this was a pure race, you are correct, I am down in the race and I am past the point of last take if this was a purely racing cube. But you have to remember in high anchor games which this is, you have 2 way equity, shot equity and race equity. If your shot equity is about 10%, you can take way beyond the traditional 25% equity racing cube, because now you only have to be able to win about 15% of the races, so the 8/10/12 rule does not apply here.
That only applies to a pure race with no contact. If you use the Trice racing formula n + 10% + 1 as the point of last take, here that would be 123 pips for the trailer, you can usually double the difference in a high anchor game for the respective pip count for borderline take/pass points when your opponent still has checkers on the mid-point.
So here, with the player on roll white can consider taking with pip counts up to @ 136.
White - Pips 112 (-24)
Black - Pips 136 (+24)
White on roll. Cube action?
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Diagram Builder
I adjusted the original position to the above position where I would be down 24 pips, and this position is a borderline take/pass with XG++ giving a take as a 0.003 error.
And if I move one checker from the 11 to 10 and run that XG++ gives this position as D/T.
In general, whenever you have a high anchor and your opponent still has the mid-point it is almost always still a take if you have decent structure on your side of the board.
Edit: Question - How do I copy XG analysis to post on the forum?