In extraordinarily simple terms, there are 3 basic game plans used. You want to be agile enough to switch techniques quickly as the action of the game unfolds.
The Blockade
This is composed of creating a 6-thick wall of pieces, or at a minimum as thick as you might manage, to block in your opponent’s checkers that are on your 1-point. This is deemed to be the most acceptable procedure at the begining of the game. You can create the wall anyplace within your eleven-point and your two-point and then move it into your home board as the game continues.
The Blitz
This consists of locking your home board as fast as possible while keeping your opponent on the bar. e.g., if your challenger tosses an early 2 and shifts one piece from your 1-point to your 3-point and you then roll a five-five, you will be able to play six/one 6/1 8/3 8/3. Your opponent is then in serious calamity seeing that they have 2 checkers on the bar and you have closed half your inside board!
The Backgame
This plan is where you have 2 or more anchors in your opponent’s home board. (An anchor spot is a point consisting of at a minimum 2 of your checkers.) It should be employed when you are decidedly behind as this plan much improves your opportunities. The better places for anchors are near your competitor’s lower points and either on abutting points or with a single point in between. Timing is crucial for an effective backgame: at the end of the day, there is no point having 2 nice anchor spots and a complete wall in your own inner board if you are then forced to break down this straight away, while your competitor is getting their checkers home, seeing that you don’t have other spare pieces to move! In this situation, it’s more tolerable to have pieces on the bar so that you can preserve your position up till your opposer provides you an opportunity to hit, so it may be a good idea to attempt and get your opponent to hit them in this case!
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