[ English ]

In exceptionally general terms, there are 3 basic plans employed. You need to be able to hop between tactics instantly as the action of the match unfolds.

The Blockade

This is composed of assembling a 6-thick wall of checkers, or at least as thick as you are able to manage, to block in your opponent’s checkers that are on your 1-point. This is considered to be the most adequate procedure at the start of the game. You can build the wall anywhere within your 11-point and your 2-point and then move it into your home board as the game progresses.

The Blitz

This involves locking your home board as quick as as you can while keeping your opponent on the bar. For example, if your competitor tosses an early two and shifts one checker from your one-point to your three-point and you then roll a 5-5, you can play six/one 6/1 8/3 8/3. Your competitor is now in serious difficulty due to the fact that 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 higher checkers in your competitor’s inner board. (An anchor spot is a point filled by at a minimum two of your checkers.) It must be played when you are significantly behind as this strategy much improves your circumstances. The best areas for anchor spots are close to your opponent’s smaller points and also on adjoining points or with a single point in between. Timing is essential for an effectual backgame: after all, there’s no point having 2 nice anchors and a complete wall in your own home board if you are then forced to break up this right away, while your opponent is getting their checkers home, because you don’t have other extra checkers to shift! In this case, it’s more tolerable to have pieces on the bar so that you might preserve your position until your competitor provides you an opportunity to hit, so it will be a good idea to attempt and get your challenger to hit them in this case!