[ English ]

In astonishingly simple terms, there are three basic game plans employed. You need to be able to hop between tactics instantly as the course of the match unfolds.

The Blockade

This comprises of building a 6-deep wall of checkers, or at a minimum as thick as you can achieve, to barricade in your opponent’s checkers that are on your 1-point. This is judged to be the most acceptable course of action at the start of the game. You can create the wall anywhere within your eleven-point and your two-point and then move it into your home board as the game advances.

The Blitz

This is comprised of locking your home board as fast as possible while keeping your challenger on the bar. e.g., if your opponent rolls an early 2 and moves one piece from your one-point to your three-point and you then toss a five-five, you will be able to play 6/1 6/1 eight/three eight/three. Your challenger is then in big-time trouble because they have 2 checkers on the bar and you have locked half your inner board!

The Backgame

This tactic is where you have two or higher checkers in your opponent’s home board. (An anchor spot is a position consisting of at a minimum 2 of your checkers.) It must be used when you are significantly behind as this strategy greatly improves your opportunities. The best areas for anchors are towards your competitor’s smaller points and also on adjacent points or with a single point separating them. Timing is essential for a competent backgame: besides, there is no reason having 2 nice anchor spots and a complete wall in your own home board if you are then required to break up this straight away, while your challenger is moving their checkers home, because you don’t have any other spare checkers to shift! In this case, it is better to have checkers on the bar so that you might maintain your position up until your challenger provides you a chance to hit, so it can be an excellent idea to try and get your challenger to get them in this case!