In astonishingly simple terms, there are three basic game plans used. You need to be agile enough to hop between game plans almost instantly as the course of the game unfolds.
The Blockade
This consists of assembling a 6-deep wall of pieces, or at least as thick as you might achieve, to barricade in your opponent’s pieces that are on your 1-point. This is judged to be the most acceptable course of action at the begining of the match. You can assemble the wall anyplace inbetween your 11-point and your two-point and then shuffle it into your home board as the game advances.
The Blitz
This is composed of locking your home board as quickly as possible while keeping your opponent on the bar. i.e., if your challenger tosses an early 2 and moves one checker from your one-point to your 3-point and you then roll a five-five, you will be able to play 6/1 6/1 eight/three 8/3. Your opponent is now in big-time difficulty considering that they have 2 checkers on the bar and you have closed half your inside board!
The Backgame
This strategy is where you have 2 or higher pieces in your opponent’s home board. (An anchor spot is a position consisting of at least 2 of your checkers.) It needs to be played when you are extremely behind as this plan greatly improves your circumstances. The best locations for anchor spots are near your opponent’s smaller points and either on adjoining points or with one point separating them. Timing is integral for an effectual backgame: after all, there is no point having two nice anchors and a solid wall in your own inner board if you are then forced to break up this straight away, while your competitor is getting their checkers home, because you don’t have other extra checkers to shift! In this situation, it is more tolerable to have pieces on the bar so that you might preserve your position until your competitor gives you a chance to hit, so it will be a wonderful idea to try and get your competitor to hit them in this situation!
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