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West High writes:
> Here's an idea I had for a long time. Your opponent refuses the cube.
> You can take the cube and his side by playing what I call the Tracy Turn
> Around. Any comments? Obviously, money games only!
I assume the opponent loses two times the original cube value? (one
times the value for dropping the game and one times the value for what
is essentially a one game proposition of the drop?)
For symmetry, you can add the following rule: If your opponent takes a
cube you think is a drop, you pay him the original face value of the
cube and he turns the cube once more (beavers). This is the same as
offering an "extra" cube in a chouette (except the opponent can't
redouble with one cube and hold the other).
What about if your opponent doubles you and you think it isn't a double?
If I'm thinking straight, you add a cube to the center and doubled cube
you hold.
There was a chouette variation mentioned here a while ago. I don't know
if it was used in Boston over the summer (Albert? Can you fill in
details or correct me where I'm wrong here?) but basically when a cube
decision came up, everyone wrote down their decision. When the answers
were revealed, if people disagreed then they had a five or ten game
contract to play it as a prop.
This is useful in several ways. If you make better cube decisions than
the other players, you get extra profit by it. Since all of *us* are
better at cube decisions than our opponents, we like it! <grin> But you
get to see the position unfold five or ten times and see *why* it is a
take or a drop.
You probably want to have a slightly higher bankroll to point cost ratio
for this kind of chouette than for a normal one. (You can't reduce your
variance simply by following the captain on all cube decisions. And
during any game you could be the only one who claims a particular cube
is a take or a drop and hence have a five or ten game contract against
everyone else for that position!)
-michael j zehr
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