[ English ]

In astonishingly simple terms, there are 3 fundamental plans used. You must be able to switch game plans almost instantly as the action of the match unfolds.

The Blockade

This comprises of assembling a 6-thick wall of pieces, or at a minimum as deep as you can achieve, to barricade in your opponent’s checkers that are located on your 1-point. This is considered to be the most adequate tactic at the start of the game. You can assemble the wall anyplace inbetween your eleven-point and your two-point and then move it into your home board as the game progresses.

The Blitz

This is composed of locking your home board as quick as as you can while keeping your opposer on the bar. e.g., if your opposer rolls an early two and moves one checker from your one-point to your 3-point and you then roll a 5-5, you can play six/one 6/1 eight/three eight/three. Your challenger is then in big-time calamity considering that they have two checkers on the bar and you have closed half your inside board!

The Backgame

This course of action is where you have 2 or higher anchors in your competitor’s home board. (An anchor spot is a position filled by at least two of your pieces.) It needs to be played when you are decidedly behind as this action much improves your opportunities. The best areas for anchors are near your opponent’s lower points and either on adjoining points or with a single point in between. Timing is important for a competent backgame: besides, there is no point having 2 nice anchors and a complete wall in your own inner board if you are then required to break apart this straight away, while your opposer is moving their pieces home, owing to the fact that you do not have any other extra checkers to shift! In this situation, it is better to have pieces on the bar so that you are able to maintain your position until your opposer provides you an opportunity to hit, so it may be a wonderful idea to try and get your opponent to hit them in this case!