Difference between revisions of "Ladder handling"

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(Merged examples from old "Jumping" article here.)
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Red first jumps to (*). If Blue makes the standard response, Red's next move is (+), making a [[connection]] to the bottom.
 
Red first jumps to (*). If Blue makes the standard response, Red's next move is (+), making a [[connection]] to the bottom.
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== Examples ==
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In the following game, [[Red (player)|Red]] needs a [[ladder escape]] to the bottom [[ladder]]:
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 +
<hex>R10 C10 Q1 Vc2 Hf5 Ve6 He5 Vg5 Hg4 Vd6 Hd5 Vi3 Hh6 Vi4 Hf7 Vf6 Hd8 Vc8 Hb10 Vc9 Hc10 Vd9 Hd10 Ve9 He10 Hg7</hex>
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Red can get this by jumping to the 3rd row:
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<hex>R10 C10 Q1 Vc2 Hf5 Ve6 He5 Vg5 Hg4 Vd6 Hd5 Vi3 Hh6 Vi4 Hf7 Vf6 Hd8 Vc8 Hb10 Vc9 Hc10 Vd9 Hd10 Ve9 He10 Hg7  N:on Vg8 Hg9</hex>
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Because now i8 is a working [[ladder escape fork]]:
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<hex>R10 C10 Q1 Vc2 Hf5 Ve6 He5 Vg5 Hg4 Vd6 Hd5 Vi3 Hh6 Vi4 Hf7 Vf6 Hd8 Vc8 Hb10 Vc9 Hc10 Vd9 Hd10 Ve9 He10 Hg7  N:on Vg8 Hg9  Vi8 Sj8 Sh9 Si9 Sj9 Sg10 Sh10 Si10 Sj10 Ph8 Pj5</hex>
  
 
[[category:ladder]]
 
[[category:ladder]]

Revision as of 12:23, 15 August 2020

In a ladder situation, the players have two different roles: The player who tries to connect to the edge is called the attacker, and the player who tries to prevent the other from connecting is called the defender. Here is an example where Red is the attacker and Blue is the defender, with Blue to move.

Generally the attacker has the momentum. The defender's moves are usually forced; he has to defend or else the attacker will connect.

Defending

The defender has two options: he can push or he can yield. Pushing means to play a move on the same row as the earlier moves, while yielding means to allow the attacker to get one row closer to the edge. The two possibilities are marked with a star in this diagram:

It is usually best to continue pushing until the attacker does something else, but occasionally it is essential to yield in order to avoid one of Red's outposts, as in the following diagram:

If Blue pushes in this diagram, Red will be able to connect to the bottom. If Blue yields instead, Red won't be able to. It is important for Blue to yield at precisely the right moment. Had he done it one move earlier, Red would have connected to the bottom.

Attacking

Red usually has three options: he can push, break or jump. The possibilities are shown in the following diagram:

  • Pushing means to continue with adjacent moves on the same row.
  • Breaking means to play on the same row, but skipping one hex.
  • Jumping means to go one row further away from the edge. Note that jumping is a move similar (symmetric) to the defender´s yielding; however jumping is usually an offensive move, while yielding is very defensive, hence they have different words.

Jumping is used when the attacker has a ladder escape but needs to get further from the edge to use it. Here is a standard example:

Red first jumps to (*). If Blue makes the standard response, Red's next move is (+), making a connection to the bottom.

Examples

In the following game, Red needs a ladder escape to the bottom ladder:

abcdefghij12345678910

Red can get this by jumping to the 3rd row:

abcdefghij1234567891012

Because now i8 is a working ladder escape fork:

abcdefghij12345678910132