In very simple terms, there are 3 main game plans used. You want to be able to hop between tactics almost instantly as the course of the game unfolds.
The Blockade
This is composed of creating a 6-deep wall of checkers, or at least as thick as you can achieve, to block in your competitor’s pieces that are on your 1-point. This is considered to be the most acceptable strategy at the start of the match. You can create the wall anywhere inbetween your 11-point and your 2-point and then shuffle it into your home board as the match progresses.
The Blitz
This is composed of locking your home board as fast as possible while keeping your challenger on the bar. i.e., if your opposer rolls an early 2 and moves one checker from your 1-point to your three-point and you then roll a 5-5, you are able to play six/one six/one 8/3 8/3. Your competitor is then in serious calamity because they have 2 pieces on the bar and you have locked half your inner board!
The Backgame
This tactic is where you have 2 or higher checkers in your opponent’s home board. (An anchor is a position occupied by at least two of your pieces.) It needs to be used when you are decidedly behind as this plan much improves your circumstances. The best places for anchors are close to your competitor’s lower points and also on adjacent points or with one point in between. Timing is integral for an effectual backgame: at the end of the day, there is no reason having two nice anchor spots and a complete wall in your own home board if you are then required to break up this right away, while your opposer is shifting their pieces home, taking into account that you don’t have other extra checkers to shift! In this situation, it’s better to have checkers on the bar so that you are able to preserve your position until your competitor provides you a chance to hit, so it can be a good idea to try and get your competitor to hit them in this situation!
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