In astonishingly simple terms, there are three basic strategies used. You want to be able to hop between game plans instantly as the course of the game unfolds.
The Blockade
This is comprised of creating a 6-deep wall of checkers, or at a minimum as thick as you are able to achieve, to barricade in your opponent’s checkers that are located on your 1-point. This is considered to be the most adequate procedure at the start of the game. You can create the wall anyplace between your 11-point and your 2-point and then move it into your home board as the match progresses.
The Blitz
This involves closing your home board as quick as as you can while keeping your competitor on the bar. e.g., if your opposer tosses an early two and shifts one checker from your one-point to your 3-point and you then roll a five-five, you can play 6/1 six/one eight/three 8/3. Your opponent is then in big-time calamity due to the fact that they have two pieces on the bar and you have locked half your inside board!
The Backgame
This plan is where you have two or more checkers in your competitor’s home board. (An anchor spot is a point consisting of at a minimum 2 of your checkers.) It must be employed when you are extremely behind as this plan much improves your chances. The strongest areas for anchors are near your opponent’s lower points and either on adjoining points or with one point in between. Timing is integral for a powerful backgame: after all, there’s no reason having two nice anchors and a solid wall in your own home board if you are then forced to break up this straight away, while your opponent is shifting their checkers home, taking into account that you do not have any other additional checkers to move! In this case, it’s more tolerable to have pieces on the bar so that you might preserve your position up until your opponent gives you a chance to hit, so it can be a great idea to try and get your challenger to get them in this case!
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