In game two and trailing 0-1 to 5, Black again has a stacked 6pt. He has just cubed.
Black has a big pip lead, 124-152 before this roll, so it seems reasonable to try and get into the race with 18/13, 18/15 and leave 13 shots. It's an error. Black's stack on the 6pt is even weaker than before, because he has already made the 4pt, one of the natural homes for those checkers. His best play is 8/3, 6/3, leaving 14 shots rather than 13, but strengthening his board and keeping his anchor, a good trade for one extra shot. Note too how leaving the anchor lifts the pressure on White's outfield and her blot on her 9pt.
Like number 11 buses you wait for ever to see an unstack problem and then three come along at once!
Of course there isn't much point in developing stacks just for the sake of neatness, but in this position it seems highly likely that there will be hitting down the line and a strong board is going to be very useful.
Flag those stacks and get them moving. When your opponent has stacks, don't go near them, as she wants to hit with them if she can. Lastly, don't create stacks if you can possibly avoid it!
Until the next time, enjoy the game!