In extraordinarily general terms, there are three general plans used. You need to be able to hop between game plans quickly as the action of the match unfolds.
The Blockade
This consists of creating a 6-deep wall of pieces, or at a minimum as thick as you are able to manage, to barricade in your competitor’s pieces that are on your 1-point. This is considered to be the most acceptable course of action at the begining of the game. You can assemble the wall anyplace between your eleven-point and your 2-point and then move it into your home board as the game progresses.
The Blitz
This is comprised of locking your home board as quick as possible while keeping your challenger on the bar. For example, if your competitor tosses an early two and moves one checker from your one-point to your three-point and you then toss a 5-5, you are able to play six/one 6/1 8/3 8/3. Your competitor is now in serious trouble because they have 2 checkers on the bar and you have closed half your inner board!
The Backgame
This strategy is where you have two or more checkers in your competitor’s inner board. (An anchor spot is a position filled by at least two of your checkers.) It would be used when you are decidedly behind as it greatly improves your circumstances. The better areas for anchor spots are close to your opponent’s smaller points and also on adjacent points or with a single point in between. Timing is critical for an effectual backgame: after all, there is no point having 2 nice anchor spots and a complete wall in your own inner board if you are then required to break up this straight away, while your opponent is getting their checkers home, owing to the fact that you do not have any other additional pieces to shift! In this case, it is more favorable to have checkers on the bar so that you can maintain your position up till your opposer provides you an opportunity to hit, so it will be a wonderful idea to attempt and get your competitor to hit them in this case!
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