In astonishingly simple terms, there are three chief game plans used. You must be agile enough to switch strategies almost instantly as the course of the match unfolds.
The Blockade
This is composed of assembling a 6-thick wall of checkers, or at least as deep as you might achieve, to lock in the competitor’s pieces that are located on your 1-point. This is deemed to be the most adequate procedure at the start of the match. You can build the wall anywhere between your eleven-point and your 2-point and then shuffle it into your home board as the match advances.
The Blitz
This is comprised of locking your home board as quickly as as you can while keeping your opposer on the bar. e.g., if your competitor tosses an early two and moves one checker from your one-point to your three-point and you then toss a 5-5, you are able to play six/one six/one eight/three 8/3. Your competitor is now in serious trouble due to the fact that they have 2 pieces on the bar and you have locked half your home board!
The Backgame
This plan is where you have two or more anchors in your opponent’s home board. (An anchor spot is a position filled by at least two of your pieces.) It should be used when you are significantly behind as this plan greatly improves your chances. The better areas for anchor spots are towards your opponent’s lower points and either on adjoining points or with a single point separating them. Timing is integral for an effectual backgame: at the end of the day, there is no reason having two nice anchors and a solid wall in your own home board if you are then forced to dismantle this right away, while your challenger is shifting their checkers home, taking into account that you don’t have other spare checkers to shift! In this case, it’s more tolerable to have checkers on the bar so that you are able to preserve your position until your competitor gives you an opportunity to hit, so it may be an excellent idea to try and get your opponent to hit them in this situation!
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