In very general terms, there are 3 fundamental game plans used. You need to be able to switch strategies instantly as the action of the match unfolds.
The Blockade
This is composed of assembling a 6-deep wall of checkers, or at least as deep as you can achieve, to barricade in your opponent’s pieces that are on your 1-point. This is deemed to be the most suitable course of action at the begining of the game. You can create the wall anyplace inbetween your eleven-point and your 2-point and then shift it into your home board as the game continues.
The Blitz
This consists of locking your home board as quick as as you can while keeping your competitor on the bar. For example, if your opponent rolls an early 2 and shifts one checker from your 1-point to your three-point and you then roll a 5-5, you can play six/one 6/1 eight/three 8/3. Your opponent is now in serious trouble due to the fact that they have 2 pieces on the bar and you have locked half your inner board!
The Backgame
This plan is where you have 2 or higher pieces in your opponent’s inner board. (An anchor spot is a point filled by at a minimum two of your checkers.) It would be used when you are decidedly behind as this action greatly improves your opportunities. The better locations for anchors are close to your opponent’s lower points and also on adjacent points or with one point separating them. Timing is critical for an effective backgame: after all, there’s no point having 2 nice anchor spots 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, considering that you do not have any other additional pieces to move! In this case, it’s more favorable to have checkers on the bar so that you might preserve your position until your opponent provides you an opportunity to hit, so it can be an excellent idea to attempt and get your challenger to get them in this situation!
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