In exceptionally simple terms, there are 3 chief plans used. You need to be able to hop between strategies almost instantly as the course of the game unfolds.
The Blockade
This is composed of creating a 6-thick wall of pieces, or at least as thick as you are able to manage, to block in the competitor’s checkers that are located on your 1-point. This is deemed to be the most suitable course of action at the start of the match. You can assemble the wall anyplace between your 11-point and your two-point and then move it into your home board as the game continues.
The Blitz
This is composed of locking your home board as fast as as you can while keeping your opposer on the bar. e.g., if your opponent tosses an early two and shifts one piece from your one-point to your 3-point and you then roll a 5-5, you can play 6/1 six/one eight/three 8/3. Your opposer is then in big-time calamity considering that they have two checkers on the bar and you have closed half your inner board!
The Backgame
This plan is where you have two or more pieces in your competitor’s home board. (An anchor spot is a point filled by at a minimum 2 of your checkers.) It needs to be used when you are decidedly behind as it much improves your circumstances. The strongest locations for anchors are close to your competitor’s lower points and also on adjoining points or with one point in between. Timing is integral for a competent backgame: after all, there’s no point having 2 nice anchors and a solid wall in your own inner board if you are then forced to break down this straight away, while your competitor is moving their checkers home, seeing that you don’t have other spare checkers to shift! In this case, it is better to have pieces on the bar so that you are able to maintain your position until your opponent gives you a chance to hit, so it may be an excellent idea to try and get your opposer to hit them in this situation!
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