In exceptionally simple terms, there are three main plans used. You want to be agile enough to switch game plans instantly as the course of the game unfolds.
The Blockade
This consists of assembling a 6-thick wall of checkers, or at a minimum as thick as you are able to manage, to barricade in the competitor’s checkers that are on your 1-point. This is deemed to be the most adequate course of action at the begining of the game. You can create the wall anywhere inbetween your 11-point and your two-point and then shuffle it into your home board as the game advances.
The Blitz
This involves closing your home board as quickly as as you can while keeping your opponent on the bar. For example, if your competitor rolls an early 2 and moves one checker from your 1-point to your three-point and you then roll a five-five, you are able to play six/one 6/1 eight/three eight/three. Your challenger is now in serious difficulty taking into account that they have two pieces on the bar and you have closed half your home board!
The Backgame
This strategy is where you have two or more checkers in your opponent’s home board. (An anchor is a point occupied by at least 2 of your checkers.) It should be played when you are decidedly behind as this action much improves your chances. The best locations for anchors are near your competitor’s lower points and also on abutting points or with a single point in between. Timing is crucial for an effective backgame: besides, there is no point having 2 nice anchor spots and a complete wall in your own home board if you are then required to break down this straight away, while your challenger is shifting their checkers home, owing to the fact that you don’t have other additional pieces to move! In this situation, it is more tolerable to have checkers on the bar so that you are able to maintain your position until your opponent gives you an opportunity to hit, so it may be a wonderful idea to try and get your opposer to hit them in this situation!
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