In exceptionally simple terms, there are three chief techniques used. You want to be able to hop between game plans quickly as the course of the match unfolds.
The Blockade
This comprises of creating a 6-deep wall of checkers, or at a minimum as deep as you are able to manage, to lock in the opponent’s pieces that are on your 1-point. This is judged to be the most adequate course of action at the begining of the game. You can build the wall anyplace inbetween your 11-point and your 2-point and then shift it into your home board as the match advances.
The Blitz
This is comprised of locking your home board as fast as as you can while keeping your opponent on the bar. e.g., if your challenger tosses an early two and moves one piece from your one-point to your three-point and you then roll a five-five, you are able to play six/one six/one eight/three eight/three. Your opposer is now in serious calamity because they have two checkers on the bar and you have closed half your inner board!
The Backgame
This course of action is where you have two or higher checkers in your opponent’s home board. (An anchor spot is a point occupied by at a minimum two of your pieces.) It needs to be employed when you are significantly behind as it much improves your chances. The better locations for anchor spots are near your competitor’s smaller points and either on adjacent points or with one point in between. Timing is integral for an effective backgame: after all, there’s no point having two nice anchors and a solid wall in your own home board if you are then required to break up this right away, while your opposer is shifting their checkers home, because you don’t have any other additional checkers to move! In this case, it is more favorable to have checkers on the bar so that you can maintain your position up till your opponent gives you a chance to hit, so it can be a good idea to attempt and get your challenger to get them in this situation!
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